__________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | Final Fantasy Dimensions | | Version 0.40 | | | | Author: JDX22 | | E-mail: stokes.jar@gmail.com | | | | Host Sites: | | GameFAQs (www.gamefaqs.com) | | Neoseeker (www.neoseeker.com) | |________________________________| _______________________________________________________________________________ |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Table of Contents | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | | | | | I. Versions ------------------------ [ffd_ver] | | | | | | | | II. Legal Info ------------------------ [ffd_leg] | | | | | | | | III. Introduction ------------------------ [ffd_int] | | | | | | | | IV. Walkthrough ------------------------ [ffd_wal] | | | | Prologue ------------------------ [ffd_pro] | | | | Chapter 1 ------------------------ [ffd_ch1] | | | | Chapter 2a ------------------------ [ffd_ch2a] | | | | Chapter 2b ------------------------ [ffd_ch2b] | | | | Chapter 2c ------------------------ [ffd_ch2c] | | | | Chapter 2d ------------------------ [ffd_ch2d] | | | | Chapter 3a ------------------------ [ffd_ch3a] | | | | Chapter 3b ------------------------ [ffd_ch3b] | | | | Chapter 3c ------------------------ [ffd_ch3c] | | | | Chapter 3d ------------------------ [ffd_ch3d] | | | | Chapter 4 ------------------------ [ffd_ch4] | | | | | | | | V. Reference ------------------------ | | | | Sundries ------------------------ [ffd_sun] | | | | Weapons ------------------------ [ffd_wea] | | | | Armor ------------------------ [ffd_arm] | | | | Shops ------------------------ [ffd_sho] | | | | White Magic ------------------------ [ffd_whi] | | | | Black Magic ------------------------ [ffd_bla] | | | | Eidolons ------------------------ [ffd_eid] | | | | Bestiary ------------------------ [ffd_bes] | | | | Experience ------------------------ [ffd_exp] | | | | | | | | VI. Jobs ------------------------ [ffd_job] | | | | Warrior ------------------------ [ffd_jwar] | | | | Monk ------------------------ [ffd_jmon] | | | | Thief ------------------------ [ffd_jthi] | | | | Red Mage ------------------------ [ffd_jrmg] | | | | White Mage ------------------------ [ffd_jwmg] | | | | Black Mage ------------------------ [ffd_jbmg] | | | | Summoner ------------------------ [ffd_jsum] | | | | Dragoon ------------------------ [ffd_jdra] | | | | Bard ------------------------ [ffd_jbar] | | | | Memorist ------------------------ [ffd_jmem] | | | | Paladin ------------------------ [ffd_jpal] | | | | Seer ------------------------ [ffd_jsee] | | | | Ranger ------------------------ [ffd_jran] | | | | Dark Knight ------------------------ [ffd_jdkn] | | | | Dancer ------------------------ [ffd_jdan] | | | | Ninja ------------------------ [ffd_jnin] | | | | Magus ------------------------ [ffd_jmag] | | | | | | | | VII. Abilities ------------------------ | | | | Warrior ------------------------ [ffd_war] | | | | Monk ------------------------ [ffd_mon] | | | | Thief ------------------------ [ffd_thi] | | | | Red Mage ------------------------ [ffd_rmg] | | | | White Mage ------------------------ [ffd_wmg] | | | | Black Mage ------------------------ [ffd_bmg] | | | | Summoner ------------------------ [ffd_sum] | | | | Dragoon ------------------------ [ffd_dra] | | | | Bard ------------------------ [ffd_bar] | | | | Memorist ------------------------ [ffd_mem] | | | | Paladin ------------------------ [ffd_pal] | | | | Seer ------------------------ [ffd_see] | | | | Ranger ------------------------ [ffd_ran] | | | | Dark Knight ------------------------ [ffd_dkn] | | | | Dancer ------------------------ [ffd_dan] | | | | Ninja ------------------------ [ffd_nin] | | | | Magus ------------------------ [ffd_mag] | | | | Fusion ------------------------ [ffd_fus] | | | | | | | | VII. Credits ------------------------ [ffd_cre] | | |_|_________________________________________________________________________|_| _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | I. Versions [ffd_ver] | |_____________________________________________________________________________| Version 0.25 -- 10/09/2012 -- First release of the guide. Walkthrough through Chapter 2c: An Enchanted Reverie. Placeholders for all planned sections, completed through the same section. Version 0.40 -- 10/12/2012 -- Completed through Chapter 2. _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | II. Legal Info [ffd_leg] | |_____________________________________________________________________________| Obligatory copyright info: This document is copyrighted to me, Jarrod Stokes (JDX22). It is intended for private use only, and I do not authorize the use of any or all parts to any electronic media involved in a commercial business. It cannot be used for any profitable purpose and is designed for free, private use only. Breaking any of these rules is in direct violation of copyright law. The only approved host website (as of now) is GameFAQs.com. If you are a webmaster of the site that would like to host the document, contact me personally and when I give you explicit written permission, you can post it in its original format without change. _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | III. Introduction [ffd_int] | |_____________________________________________________________________________| So this is my first FAQ. I've been an avid gamer, specifically RPGs, Adventure and the like, since I was maybe 5. I was part of the Dragon Warrior via Nintendo Power wave, which is cool to say historically-speaking. I've taken notes and built my own guides before, mostly tracking systems for completing achivements or streamlining information, and the lack of centralized info on this surprisingly well-developed game made me want to try my hand at it. I'm definitely not the funniest writer on the internet so this will be more factual than a hilarious read. I also don't care about putting in information you can get in-game by reading tutorials like the button scheme or superfluous stuff like character descriptions, which falls under 'spoiler' territory for me. Not that character bios are spoilerific, but I want this to be a gameplay guide, not a story or incidental one. So take this all with a grain of salt, and I will absolutely appreciate (most) any and all (constructive) criticism. I know there are tons of people with great advice and insight and I would love to hear from them! _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | IV. Walkthrough | |_____________________________________________________________________________| =============================================================================== Prologue [ffd_pro] =============================================================================== Watch the cutscene until you have control over Sol, Glaive and Diana. Head south and around the mountains to the Checkpoint. Watch the cutscene until Aigis joins your party. Head back north and around the mountains to the town of Lux. +-----+ | Lux | +-----+ Items: Potion, Eye Drops, 100 gil, Leather Hat, Phoenix Down, Potion, Tent, Maiden's Kiss, Silk Robe When you're done exploring, head north to the Castle Lux for a cutscene and the secret entrance to the dungeon. +------------------+ | Below Castle Lux | +------------------+ Items: Leather Shield, Tent, Broadsword, Potion, Leather Helm, Potion, 100 gil When you enter the basement, go right for a Leather Shield. Take the north stairs down. Take the right fork here to pass a chest with a Tent. Head north and west for a Broadsword and a Potion in two chests. Further north is a staircase back up. Head to the left and pull the chain to open a gate. Backtrack and head right to find 3 treasure chests with a Leather Helm, a Potion and 100 gil. Continue to the north to find a staircase leading back into the castle. +------------+ | Castle Lux | +------------+ Items: Antidote, Leather Shoes, Potion, 200 gil, Eye Drops, Phoenix Down Once inside the castle head north for a custcene and your new mission. Then head south to explore the castle. The left door leads to a room with mages and an Antidote inside a pot. Taking the left staircase leads to the west tower where there are Leather Shoes in the rear left pot. A pot on the right holds a Potion. Continuing upstairs and through the gap in the wall leads to 2 treasure chests with 200 gil and some Eye Drops. Cross over the walkway to the east tower and find a Phoenix Down in a pot here. There isn't anything else to find in Lux so head east from town across the bridge and north through the mountains to find the Northern Cave. There's a Chocobo Forest just north of the castle with both Yellow and White Chocobos, so you can take a ride if you'd like. Enter the cave when you're ready. +---------------+ | Northern Cave | +---------------+ Items: Cotton Cap, Sacred Candle, Maiden's Kiss, Ether, Dagger, Leather Shoes, Leather Armor, Tent, Phoenix Down Take the staircase inside and head east for a chest with a Cotton Cap. Heading north from the entrance and to the left is a chest with a Sacred Candle. Go down and head east, stopping at the chest for a Maiden's Kiss. Once on the upper ledge to the east, loop down and right for another chest and an Ether. Go back to the split and head up the stairs to 2F. Head clockwise to find a Dagger. Return to the floor entrance and work your way down, finding a chest with Leather Shoes inside, and ignore the second stairs up to go left instead. The chest here holds Leather Armor. Continue on and down the stairs for a save point. You can use a Tent here, but probably don't need to. In the next room you'll find a new party member and a boss battle. ********* Manatoise ********* Your new party member has Red Magic to level 3, so make use of his spells. The Manatoise is weak against Ice, making him and Aigis your MVP's. The Manatoise can attack with Carapace for 40-50 damage so just keep Diana on healing duty. After the fight head down and around towards a chest with a Tent. Then go all the way to the top of the screen for a Phoenix Down. Mog will sell you some gear (the same as Lux) if you want it before you exit the cave. Once outside, make a quick loop and get ready to enter the Crystal Temple. +----------------+ | Crystal Temple | +----------------+ Items: Feathered Cap, Bronze Hauberk, Phoenix Down, Antidote, Bronze Helm, Bronze Armor, 600 gil, Potion, Pointy Hat, Tent, Rod, Metal Claw Proceed directly ahead and through the door. To either side of you is a visible door and a door heading downwards. Each avenue has a chest, so explore to find a Feathered Cap and Bronze Hauberk to the east and a Phoenix Down and Antidote to the west. Further to the north are stairs leading to 2F. This floor looks similar to the ground level, so work your way down and check the side rooms for a Bronze Helm in the eastern room and then a Bronze Armor in the center room. Nothing is in the left path, so head down and through the door in the back of the structure for 600 gil. On the southside of the same structure is the staircase leading up to 3F. Through the back door of this structure is another chest, this time with a Potion. Take the left path at the fork for a chest with a Pointy Hat and a south-facing door leading to a Tent. The stairs to 4F are to the right side of the fork. In the room ahead of you, to the right of the large path, is a Rod. The opposite room across the hall holds a Metal Claw. Finally, head down the path to the final save point of the Prologue. North of here is the Crystal Chamber, and like all good Final Fantasy's, you know a save point means... ********** Watchbeast ********** The Watchbeast is weak to fire, so make sure you use Elgo as your main offense for a lack of many other options. Diana can heal while the others chip away at his health. He has a Blaze attack which hits your whole party for about 40 HP which shouldn't be a crisis at this point. When you deplete his life, he'll charge and attack with Soul Despair which reduces everyone's HP to 1 and forces a custcene. Here you'll get glimpses of your future guest characters (and guest, archetypal PC's) before four other warriors come in and go after the crystal, bringing an ominous narration break and the Prologue to a close. Note that the game will repeatedly ask if you're sure you want to save when transitioning between sections. This is due to the original installment format of the game on Japanese cell phones. The English port allows you to (mostly) go back and visit areas you've already been to. =============================================================================== Chapter 1: Reckoning [ffd_ch1] =============================================================================== The action picks up introducing the four mysterious warriors and some new characters, including an Imperially-inclined Cid. The exposition here takes some time so get comfy. +----------+ | Harmonia | +----------+ Items: 2x Potion, 2x Antidote, Tent, Phoenix Down, Potion, Chest (5x Potion, 3x Phoenix Down, 3x Golden Needle, 5x Antidote, Tent, 1000 gil) When you're given control of Nacht, Alba and Dusk, take a minute to explore for goodies. The upper-leftmost barrel and the lower-right pot both have Potions in them. Alba's house, in the northeast, has an Antidote in the pot. The house south of here has a pot with a Tent. Inside the middle house to the south is a bar with some soldiers and a Phoenix Down inside the pot. The house to its left has an Antidote inside the pot. The large house north of these is filled with villagers and a northeast pot with a Potion. When you're done, make your way outside and to the nearby airship. There aren't any battles to fight yet so just enter the airship and speak with the guard to board the airship. You need to speak to everyone in the room to initiate some more traveling introductions. At this point, Cid will give you a chest with some equipment and items for your party. After the airship lands you'll notice a soldier with a healing pot in case you run low on HP/MP. You could fight some battles if you'd like, but it won't make much difference before you get your first Jobs. Just head north to the mountain pass. +---------+ | Mt. Lux | +---------+ Items: Iron Bangle, Potion, Tent, Iron Bow, Leather Shoes, Hi-Potion, Kenpogi, Ether, Phoenix Down, Spear, Iron Shield Follow the path and climb up the first two cliffs. The cliff to the right at this split leads to a chest with an Iron Bangle. Go all the way west to another cliff, this one heading down, for a Potion. Now take the center cliff up to Mt. Lux: East. Go up the left cliffs for an Antidote. Taking the right cliffs up leads to another split, the east cliff holding a Tent. Further up the mountain you can double back down a cliff to find an Iron Bow. All the way up the mountain is a cliff to the next area. At this point you may have noticed that the Bombs tend to use Self-Destruct when they get low on HP, so be careful to group your attacks to finish them off. The Iron Bow can be useful for Dusk to some damage, since you'll want to keep him in the back row at all times. At the Summit you'll find a save point and two chests. The lower one holds some Leather Shoes, the chest at the very top of the mountain holding your first Hi- Potion. To the left is a cliff where you can start your descent down Mt. Lux: West. There will be a few new enemies here as well. Straight down is a hard-to-miss chest with a Kenpogi in it. Didn't this use to be multiple words in prior games? The tall spire nearby has an Ether and a Phoenix Down is near the top of the stairs. A few short cliffs down put you next to a chest with a Spear, which doesn't add much attack to the Iron Sword you already have but comes with the Wind element that all flying enemies are weak against. Head down a series of cliffs to Mt. Lux Base: West. Another series of cliffs lets you head to the left and climb up again for an Iron Shield. At the very bottom of the mountain is a short cutscene and the exit. Head immediately south of the mountain to find the reverse entrance to the Crystal Temple. +----------------+ | Crystal Temple | +----------------+ Items: Iron Helm, Iron Armor, Phoenix Down, Tent, Main Gauche, Headband, Ether There will be a healing pot to your right which you can make good use of before you delve in. A staircase will take you to 2F. You're faced with two doors here. Take the right door and stairs back down 1F and an Iron Helm. Back at the split take the left door and stairs to another section of 1F. There is a staircase here, but don't take it before you search the unlit candle to open a secret passage and collect the Iron Armor. Then proceed up to 2F. Wind around the path there and go down the stairs. Back on 1F you'll be in an isolated room with two chests containing a Phoenix Down and a Tent. Return to 2F and go up another set of stairs to 3F. You'll find three doors in front of you here. The middle one leads to another two doors facing down, the right of which has a chest and a Main Gauche. The right door has a Headband and the left an Ether. Now you can run around the room and up the stairs to 4F. There's another save point here, so heal as you see fit and prepare for battle and head north to join the two stories' timelines. ********** Watchbeast ********** Same fight as before, except that this time when you knock its HP down by 1600 its Soul Despair won't call the battle off. Have Dusk ready to Cure the party and hammer out another 600 in damage to kill it. +----------------+ | Crystal Temple | +----------------+ Jobs: Warrior, Monk, Thief, White Mage, Black Mage, Red Mage, Summoner Storyline and plot happen for a bit, leaving you with half of your communal party, and not in the appropriate combination. Talk to Elgo, and then the two members of the Harmonia group to have them join your party. Talking to Elgo again will really get the game in motion. Pick up the Crystal shards to get your first 7 Jobs. Another conversation will happen with Elgo and the group before you're free to get the hell out of there. The basic idea here is to get a character as high in a Job as possible so that they can unlock all its abilities and benefits. I started with a generic Warrior, Monk, White Mage and Black Mage combo for Sol, Aigis, Sarah and Dusk respectively. Until you start getting JP to spend increasing your level cap you'll probably be able to get several of their jobs to the initial cap of 3. This is also a good way to get some freebee Fusion Abilities. See the F-Abilities for more info. Once you've coordinated your party, head back the way you came originally to exit the Crystal Shrine. Luckily you won't have to go back through the Northern Cave thanks to a convenient leveling of the mountain and you can proceed directly back to Castle Lux. Once you get there, the group will decide to continue further on and explore what's happened with the world. Before starting out though, make sure you go back to the northern Chocobo Forest and catch a yellow chocobo - this will gain your party the Chocobo summon magic. Head south to the Checkpoint, which is now vacant. Once through you can head south again through a narrow mountain passage to the town of Liene. +-------+ | Liene | +-------+ Items: Antidote, Golden Needle, Hi-Potion, 10 gil Explore the town to find a few items and hear some chatter about how the world is a disaster. There is an Antidote in the pot between the two northeastern houses and a Golden Needle in the pot on the outlook to the south. If you walk under this outlook on the ground level, you can get a Hi-Potion from the pot near the lake. Lastly, don't forget to pick up your 10 gil from a barrel on the ground level left of the Weapons Shop. To progress the story, you need to stay at the Inn and see a cutscene featuring Dusk and Aigis. Then you're free to head towards Castle Liene, which is inexplicably not near the town. En route you'll come across a mountain path. +-----------+ | Mt. Liene | +-----------+ Items: Potion, Oak Staff, Ether, Tent, Antidote, Golden Needle, Metal Rod, Hi-Potion, Headband, Kenpogi When you enter Mt. Liene: South Base there will be a brief scene before you can proceed. Continue forward and up the stairs to a chest in the upper right containing a Potion. Then weave around to the west and north up a ladder towards a cave entrance. Inside, a chest immediately to the right holds an Oak Staff. When you go further in the cave there will be a split in the path. Go out through the first door your find to Mt. Liene: South. A short ways across a bridge is a chest with an Ether. The rest of this path is a dead-end, so head back inside and to the right to the other exit. Back in the same area but across the canyon, head west and up until you have a choice of paths. The lower path leads to a chest with a Tent. The upper path leads inside the mountain to a small room with a save point. Once outside you'll be on Mt. Liene: Summit. Again you'll have a brief scene and the party will learn the Magic Missile F-Ability. Continue down from the Summit and down a ladder back into the mountain itself, Mt. Liene: North. Take the ladder to your right for a quick descent to a chest with an Antidote. Back around and down the left ladder is another chest with a Golden Needle, and an exit from the cave. Once on the outside again there will be a chest immediately in front of you with a Metal Rod in it. The path leads around and up a bit before going down again and splitting in several directions. First, you can climb the short stairs for a Hi-Potion in the chest. Inside the cave entrance, a short path goes to a chest holding a Headband. Then you can proceed south to the last area of the mountain. Once in Mt. Liene: North Base the stairs will lead down. If you double back up those on the left, you can get a Kenpogi from the chest. Take a quick trip down the rest of the stairs and you'll exit Mt. Liene onto the world map with Castle Liene a short distance to the west. +--------------+ | Castle Liene | +--------------+ Items: Bard's Tunic, Tent, Elixir, Baghknakhs, Phoenix Down, Longsword, Iron Helm, Iron Armor, Main Gauche, Ether It won't take long to realize you won't have an especially warm welcome, and need to explore the castle while fending off a number of guards. Kill the first group of 3 Soldiers and then head into the castle proper. There are a few locked doors blocking your exit out the back of the castle, so we'll have to find a key first. Head into the eastern room to find a Soldier willing to sell you supplies and a pot which will restore your HP/MP. You can also grab a Bard's Tunic and a Tent in the chests. Back in the entranceway, head up the stairs and into the Throne Room to find an Elixir hidden in the northeast pot. The door to the bottom of the screen will lead you outside. Loop around the main part of the castle and enter the doors for a chest with a pair of Baghknakhs. Further up is a staircase going back down into a new part of the castle. The pot in the lower right has a Phoenix Down inside. Take the other staircase to go further into the basement. In this section you'll see soldiers walking around. If you run into them you'll have to fight a combination of normal enemies. Keep in mind that some walk around slowly but some will speed after you pretty quickly. Before going up, go all the way to the right and take the staircase. This will take you to a room with a chest and a Longsword, and another set of stairs leading to two chests with an Iron Helm and Iron Armor inside. Then you can go back to the lower level and go upwards through the narrow paths. Take the left path first for a chest with a Main Gauche. Double back and take the right path past some soldiers and into a room with a staircase leading further down. Use the Save Point if you need to and prep for a mini-boss battle. This will be against the Hell Minion, who calls a chimera-type enemy called Butch after you do some damage to him. Butch has a few strong attacks, including Roar to Stun you and Feeding Time which drains your life to him. Don't worry too much, but don't let your HP drop very low either. Also keep in mind that you don't have to kill Butch to win the battle. If you keep attacking the Hell Minion in the back row and kill him first, he'll tell Butch to avenge him and Butch runs away. This is awesome, incidentally. You won't get the experience or AP from Butch if you don't kill him , so it's your call. If you do, the Hell Minion will heal himself for 500 HP before attacking again. Once you're out of the battle, free the Gnome from the first cell and talk to him about collecting Fangs and Tails. There's nothing you can do about this yet. When you free the guy in the second cell, check the pot inside for an Ether. There's nothing else you can do down here so backtrack all the way to the first entrance room. Here you'll see a soldier unlocking the door to the left. Follow him in and your party will comment on how he must have used a secret entrance. You can explore the items in the room, but to unlock the door you need to grab some water from the bottom leftmost pot and water the flowers with it -- this will open a door hidden behind the bookshelf. You may also want to take the time to stop in and refresh your HP/MP with the pot in the east room, but there isn't much of the dungeon left. Once you go through the secret door you'll be able to go north and exit the castle, as well as open the last locked door to the south which will connect the entranceway on both sides. Once you get out of the castle, walk northwest towards the grounded airship. You can also catch a Black Chocobo in the Chocobo Forest if you've forgotten anything you want to do before you finish the chapter. +---------+ | Airship | +---------+ Items: Iron Shield, Crossbow, Potion, Phoenix Down, Star Pendant, Wizard's Hat, *Aft Deck Key, Chain Whip, Hi-Potion, Iron Bangle, Battleaxe, Ether Once you're onboard the airship you'll have to fight off a Swordsman and 2 Battlemages. This will give you an idea of the enemies you'll be fighting here. You automatically enter the airship itself, so get acclimated and get going. In the room in the center here is a Save Point and a Mog salesman. Go further up in the main corridor and find a ladder heading down into the belly of the ship. You have two doors on either side and a bottom-facing door to choose from. The left door holds a chest and an Iron Shield, while the right door has an alarm-triggered chest. You'll have to fight off 2 Swordsmen and 2 Sergeant Majors, but get a Crossbow for your troubles. Heading down through the bottom door you'll find more soldiers wandering around like in Castle Liene. This part can play more like a stealth game though, so hide around corners if you want to avoid unnecessary battles. You'll have some more path decisions here. The lower right door has a chest with a Potion. Above it in the upper right is a chest with a WHAT? and two soldiers. There isn't anything in the upper left room besides two more soldiers, so use the lower left door to find a dead end room with a switch on the wall. Pulling it will open a trap door letting you climb down the ladder. You can go either way here and still find everything. I chose to go left. This brings you face to face with two guards and a chest containing a Phoenix Down. Slightly further up is another chest holding a Star Pendant. The door here will be on your right. This corridor runs north and south, and there is another door to the east which will circle back to the ladder. If you head down quickly you can grab a Wizard's Hat. You need to go all the way north here, so use the bags and crates to avoid enemies. There will be a lone door branching off to the left. This room has a Save Point if you need it before another mini-boss battle. Enter the Storage room to the north and throw down with a Swordsman, a Battlemage and 2 Cavalier. After you beat them you'll get the *Aft Deck Key, which will unlock the door beyond the Mog. To get there, double back but take the right door out of the corridor this time. On the other side of the soldier here is a Chain Whip. At the lower part of the room past the other soldiers you can find a Hi-Potion. This is all to be found in the lower portions of the airship, so make your way back to the Mog. Climb up the ladder into a long north-south hallway with some soldiers. You can still sneak around them to the two rooms on either side of the hall, an Iron Bangle to the left and a dead end with two switches to the right. Pulling the left switch here sounds an alarm with 2 Battlemages and a Cavalier. The right switch will open a door to the side leading to chests with a Battleaxe and an Ether. Then you can go to the end of the hall and use the Aft Deck Key to access the Bridge. ******Mild Story Spoiler Here****** You don't need to unequip any of your temporary party members to keep their gear like in the original 16-bit iterations, whatever they have on when they leave your group will be added to your inventory. ******End Spoiler****** You'll have a few consecutive fights here. The first is against 2 Battlemages and a Cavalier. Then you have to take down 3 Cavaliers. The second is the real boss fight, against a Battlemage, a Phalanx and the Captain. The Battlemage and Phalanx act like normal, so knock them out quickly and focus on the Captain. After this fight you'll have a few short scenes and be introduced to Baugauven, one of the "four Avalonian Generals." These are the four elemental bosses that you'll face throughout the game. He will then kill you. After some more scenes you'll have to fight one more battle against a Cavalier and 2 Battlemages before the airship crashes. You'll get a brief scene of the other party as well before closing out Chapter 1. =============================================================================== Chapter 2: The Generals Approach =============================================================================== ____________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World of Light: A Dragon's Love [ffd_ch2a] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll get 5 JP to start the Chapter and regain control of your party in a field with the airship ruins. You aren't given much choice in direction, so head to the nearby town. +--------+ | Braska | +--------+ Items: Phoenix Down, Potion, Hi-Potion, 50 gil Exploring the town will find you a few items. In the main area, the northwestern crate holds a Phoenix Down and the northeastern crate has a Potion. You can find a Hi-Potion on the shelf in the house with the old couple and 50 gil inside a pot in the large house. There isn't actually anything to do in the town, so stock up on any supplies you may want and keep moving to the adjacent cave. +---------------+ | Cave to Deist | +---------------+ Items: Hi-Potion, Silver-spun Robe, Bandana, Phoenix Down, Healing Staff, Tent, Steel Shield, 1000 gil, Poison Knuckles, Ether Immediately to your right once you enter the cave is a chest with a Hi-Potion inside. Continue north and to the left, where you should take the southern path for a Silver-spun Robe. The western path at that same fork will lead you to the next floor. Follow the path as it weaves to the west and south, taking the right path when given a choice to find a Bandana in the chest. The stairs are visible from here down the western path. On the 3rd Floor you'll see a chest holding a Phoenix Down. There's a save point across the bridge here if you need it. When you proceed to the west again, stay on the lower level to get a Healing Staff. This will case Cure when you use it as an item, although it doesn't seem to be as effective as your White Magic since it doesn't benefit from any stat boosts. Now you can loop around on the upper path, going all the way east along the lower ledge for a Tent before using the center bridge and stairs. In this room you'll want to take the right path again and find a Steel Shield. There isn't anything else on this floor so you can loop around and take the staircase. Here you'll want to go to the right at the top of the ladder, where there's a chest with 1000 gil. Another ladder to the left of here leads down and to a chest holding some Poison Knuckles. Finally, continue along the upper path for an Ether, a Save Point, and the southern exit. Note that there's a room to the north of the Save Point where you can run into a rare Chimera enemy. It isn't much more difficult than other normal enemies, although you should watch out for its Aqua Breath attack and it seems to attack more quickly than other enemies at this point. You can sometimes win a Small Tail from it, which can be traded for items later in the game. When you leave the cave you'll be attacked by a Drake. This isn't a fight you can win, however, and you don't even need to deal any damage to it for the fight to end. You can steal a Hi-Potion from it if you have a Thief in your party. Once you're back on the Overworld you can head south to the town of Deist and continue the story. +-------+ | Deist | +-------+ Items: 300 gil, Silver Bangle, Hi-Potion, Antidote, Drowsy Ring, Abel's Spear, Golden Needle, Sleep Sword, Protect Bangle When you walk in to town you'll have a short scene before you can explore. There are 3 pots outside holding 300 gil, a Silver Bangle and a Hi-Potion. For the first you need to head down towards the bottom of the screen through an unseen door, just to the right of the town entrance. A similar trick will get you the Silver Bangle, this time all the way to the right of the town. The Hi-Potion is found on the other side of the cave within the town, next to the boy. For the interior items, the Antidote is in Ricard's house; the Drowsy Ring is on the shelf near Ebba; and there is a Golden Needle in a pot in the house with the old woman and family. You'll notice in the short cave here that there is a chain similar to the one you pulled underneath Lux Castle. When you pull it another entrance will open further into the cave. A Mog here will tell you that there are dangerous monsters before recommending you come back after adventuring more -- I'll recommend the same, if not as much longer as the Mog might mean. The cave holds one enemy, the Avenger, who is similar to the pesky Lil' Murderer from the Lunar Subterrane in FFIV, if you remember that. If you Libra it, it will show a weakness to all elements. This is indeed a lie. If you use any element on it, it will cast the -aga level equivalent on you. It also counters general magic spells with a strong Bio spell, and physical attacks with a strong physical attack. Given how far you aren't into the game, this notably limits your options, but after some more exploration in this chapter you should be fine. You need to talk to a few specific people here to progress the story: specifically Ricard in the house to the east, Ebba in the large house to the north, who will give you Abel's Spear, and possibly the father on the upper level to the east who mentions his son. After this you should have enough information for the next objective, a field to the west of Deist +--------------------+ | Dragonweed Gardens | +--------------------+ Once you enter the field west of Deist, you'll automatically be put into a scene and a mini-boss battle with some Avalonian troops. Nothing out of the ordinary for this battle. The Ensigns can heal using Cura and the Lieutenant will attack more frequently than your party can, otherwise they don't hit harder than expected. You can steal some decent equipment if you don't want to bother buying it, Tyrfings from the Ensigns and a Steel Armor from the Lieutenant, but don't drive yourself crazy. Once you're finished here you can proceed east of town towards where the dragons live. +---------------+ | Dragon Valley | +---------------+ Items: Antidote, Phoenix Down, Ether, Hi-Potion, Bronze Armlet, Slasher, Chainmail, Echo Grass East of town is the Dragon Valley. You'll notice that the Drake is waiting for you at the entrance, but he won't attack you this time. After your party members have a quick chat you can access the valley itself. Head up the stairs and ladder, moving to the east and down a second ladder for an Antidote. Going in the opposite direction and up the ladder will lead you to the next area, clearly marked with some rocks along the path. This is where you'll fight the Drake again! You still can't "win" the fight, but you do have to do some damage, so steal another Hi-Potion if you want and knock him around a bit before he flees. In the far southeast corner you can find a Phoenix Down. Opposite here, in the northwest, is a chest with an Ether. The path will continue to the east from here. In this new section, a chest lies slightly south of where you start containing a Hi-Potion. The path goes further east where you're given another choice of direction. Head south and pick up a Bronze Armlet before heading north into a new zone. There are a few different levels here, and if you look closely you can see that you can pass underneath one of the overhangs to the left. This leads to a dead end with a Slasher inside. Then you can go directly north from the entrance to the upper level, doubling back down the same overhang for another chest with some Chainmail and a southern exit. Stay on top of the plateau in this area to find an Echo Grass before descending the cliff. There's a Save Point here if you want it, but the "boss" battle coming up is another storyline battle rather than a legit fight. In the next area you'll fight the same character you've seen stalking around recently. You can't beat her or steal anything, so just don't die for a few rounds. Proceed to the west again when you're done here. A chest is not too far to the left here, with 500 gil inside. Walk all the way north down the path for a Dry Ether and then wind your way to the east and north to exit the valley. +--------------+ | Dragon Roost | +--------------+ Items: Potion, Antidote, Halberd The roost lies just northeast of the valley foothills. To progress the story you just have to talk to the mystery woman in the northern hut, but there are a few items to find here, so make sure to look around some also. There's a Potion inside the Mog's hut. After you've spoken with your new character, check the center pot for an Antidote. Note that you can also check the spear rack for a Halberd, which can be useful against flying enemies with its Wind element. Once you've set off the next chain of events, you can choose to go right to the final dungeon of this section, or to tackle a few optional quests first. This isn't really much of a choice, so let's get to it! +---------------------+ | Cave of Fulmination | +---------------------+ Items: Phoenix Down, Magician's Hat, Thunder Rod, Ether, Remedy, X-Potion, Man-Eater, Cat Claws You'll find the cave just east of the Dragon Roost. This your first Eidolon quest. You'll start to notice a pattern of when these become available; as you've probably guessed or already know, you'll soon be playing as the Dark Warriors and alternate between the two parties. Each group will get an optional Eidolon per section. These are normally decent spots, if not necessarily the best, to level your abilities up as well, so they can definitely be worth a little time. When you enter the cave there will be a large hole in the middle, forcing you around the edge of the cavern. Go counter-clockwise all the way past the stairs for a Phoenix Down before heading down to B2F. A visible chest here has a Magician's Hat inside. There isn't any choice in pathways, so just go north and take the next set of stairs to B3F. Here you'll be north of the chasm, separated entirely from the other side. There's a chest to the far left with a Thunder Rod (hint, hint) that you can get before taking the stairs back up to B2F. Along the left side of the chasm now, head down and snag a chest with an Ether. The stairs here will take you back down to B3F but on the southern side of the chasm. A Remedy is in the nearby chest. If you take the bridge to the right, at the southeast part of this floor is another chest and an X-Potion. Finally you can take the ladder down to B4F. You'll see your goal here, the old man standing in the center of the chasm, but you can't reach him yet. Continue down again to B5F. The ladder here will lead you under an overpass to a chest and a Man-Eater. The right side of the bottom level has a ladder heading up to a staircase taking you back to the other side of B4F. You can get the chest here with some Cat Claws before continuing on to the end of the cave. Reachable from the beginning of B5F before going down the first ladder, walk over the overpass and enter the room for a Save Point before moving on. Here you'll encounter the first Eidolon, Ramuh. He'll start the trend off by engaging you in battle to see if you're worthy of calling upon him. ***** Ramuh ***** This may be the first boss battle that you need to actually plan for. Ramuh attacks you by himself, and while he doesn't start off hitting very hard as the battle goes on he'll begin to use the notably stronger Thunderbolt and Judgment Bolt attacks on a single member or your entire party respectively. Definitely use a White Mage or Red Mage so that you can access Cura, and the strongest physical class you have. You can take your time at the beginning, but when he starts unleashing you'll need to close the deal pretty quickly before you get overwhelmed. Other useful strategies to keep in mind are that Slow frequently works on boss characters in this iteration of Final Fantasy, and you can cast defensive buffs on your entire party. Protect isn't as useful as Shell would be, but it doesn't hurt to absorb the random physical attacks Ramuh uses. You may also want to learn a few F-Abilities that are strong for this point in the game, such as Magic Bomb 2 (Fira + Cura). This will do more damage than some of your regular Job attacks, even when used by a physical attacker. Ramuh may not be weak against any elements but your Level 3 Black Magic (excluding Thundara) will be another main damage dealer here. Once you beat him, he'll join your party as a Level 2 Eidolon for your Summoner and you can leave the cave. +-----------------+ | Chapter Cleanup | +-----------------+ This is the last chance you have to do any extra work you want before the final dungeon of the section. I'd recommend learning some F-Abilities on all of your characters so you have them in case the situation arises. In addition to Magic Missile, which you'll have already learned automatically, you can learn Magic Bomb, Magic Bomb 2, Nab Gil, Crescent Gale, and Thunder Slash without using any Job Points. You can use the Red Mage to access both levels of magic that you need for the Magic Bombs. This basic idea will hold for other F-Abilities, also: if you have a physical class ability that is part of a F-Ability, just make the person the appropriate mage and stick the ability on. This way they won't have to level both jobs, and still can access the ability. This is useful for getting some extra abilities on your physical class characters without having to sink JP into magic-based jobs. See F-Abilities Section for more details. You can also go back to the cave inside of Deist and take on the Avengers to get some extra goodies. You'll run into Avengers randomly (and frequently) inside the cave, but they don't give you anything special so keep running away or using the Thief's Flee ability until you get to the first chest, which has an Avenger lurking inside. The Avenger has 1500HP and absorbs all elements; in addition. On top of that, he counters every attack you make against him. Magical attacks result in a strong Bio counter and physical attacks in a strong physical blow. When you eventually kill him, he'll finish with a Quake counter against your entire party, so you'll need to have at a minimum the roughly 1000HP required to survive that attack with at least one character. Since you can't use your mages to inflict damage, the only realistic means of damaging him are your Warrior, Monk, or Summoner. There are some benefits to both the physical and magical route. If you use the Summoner, you can attack him with Chocobo and have a White Mage queued up with a Cura for when you get hit with Bio. This isn't particularly graceful, but as long as you can keep your Summoner's life up, it'll get it done. If you feel adventurous you could use two Summoners and two White Mages, but keep in mind that they aren't known for their durability. A more expedient and less risky method is to use a Warrior equipped with the Focus ability. Have a White Mage cast Protect and keep the team's health up while the Warrior is storing power, and when he attacks have a Cura on deck. This should do roughly 400HP damage compared to a Chocobo's 200, and the Warrior will have significantly more HP to take blow in this manner. You'll have enough time to heal up before he has another 3 Focus stocked up, so the only trick here is to survive the Quake. When you beat the Avenger inside the first chest you'll get the Sleep Blade. Like in most other series entries, the probability of sending an enemy to sleep before you kill them isn't all that great, but at least it's a bit stronger than some other weapons at this point. Further in the cave is the second and only other chest. You'll have to run from numerous Avengers on the way, and tackle another one inside this chest as well. When you kill him off you'll get a Protect Bangle, which comes with Auto- Protect equipped. It won't stay useful for a terribly long time compared to other status protections, but it's a good boost for one of your mages at this point. Other than leveling up your Jobs, there isn't anything else to do around Geist so go back to the Dragon Roost and head north to the Highwind Tower so we can bring this story arc to an end. +----------------+ | Highwind Tower | +----------------+ Items: Silver Hauberk, 2x Hi-Potion, 2x Golden Needle, Greatsword, Magician's Robe, Mage's Staff, Echo Grass, Ether, Trident, Great Bow, Tent, Elixir There will be a scene when you walk up to the tower and you'll get your 5th party member for this section. You can't change her job, the Dragoon, otherwise she functions like a regular party member. You also get 4 more JP to allocate to your team. Once inside walk down the hallway to find a few locked doors. Not a brain- melting puzzle here, flip the switch to your right to open the left door and then walk through the hidden passage to flip the next switch and open the main tower door. When you go up the levels of the tower you'll frequently get short scenes of what's happening at the top with the Empire. 2F has a chest immediately to your left with a Hi-Potion. Loop around clockwise an exit the tower, getting a scene and climbing the ladder to 3F. There isn't anything in the first room other than a fancy carpet so go forward and through the opening. The right split leads to a Golden Needle. The left will take you to the next staircase. On the opposite side of where you enter 4F you'll find two rooms. The left and right doors take you to chests with a Greatsword and Golden Needle respectively. Once you're outside on this floor's terrace you can grab a Magician's Robe to your right before ascending the ladder and going back inside on 5F. The chest at the entrance has a Mage's Staff for you. There is a slight indentation on top of the carpet here which holds a Save Point, midway through the tower. The exit to the north puts you in a columned room with the stairs. Before taking them, double back down the left side for an Echo Grass. Once on 6F you'll have to head downwards either right or left which will take you past two chests with an Ether and Hi-Potion. You get another terrace before heading further up the tower. Take a quick right here for a Trident before heading left through the columns. The staircase here takes you up to 8F. Following the path takes you to a Great Bow. You have to follow the path as it curves, so keep fighting your way through to the next room. This has a chest with a conveniently placed Tent a Save Point. There's one more chest to get though, so I'd go outside onto the terrace and search along the left rampart for an Elixir and then head back inside to prep your party, heal and save. Once you go up to the tower's rooftop you'll have another "boss" battle where you won't even input commands. After this there will be some more scenes before you square of against one of the four Avalonian Generals, Vata of the Wind. **** Vata **** It should be evident that Vata is a Wind element boss, which shouldn't be a real concern since the only possible Wind elements you could use are some of the Spears. He attacks fairly quickly, which you can counteract with Slow, and uses mainly physical attacks for the first half of the fight. When you get his HP down more he'll begin to use AoE wind attacks or Tornado on a single character, bringing their HP down to critical. Keep a healer on deck to keep your party from falling to these, otherwise just keep pummeling him. I found the Level 3 Black Magic and Magic Bomb 2 to be the best magical options, and if you have a Warrior built up his Enrage makes for a good lead in to repeated Strikes. Monks are also useful with Aurablast, although they probably won't have enough MP to use this the entire battle. After the battle you'll get a number of scenes to close out the section, including obtaining the Dragoon Class and 5 JP for your team. Save and get ready to switch things around! ____________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World of Darkness: Second Sight [ffd_ch2b] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You start back in the Crystal Temple with the other half of your characters. Wake up your knocked out companions, and when you try to leave through the broken wall the crystal shards will start shining. Now you can get the basic Jobs for this group also, and you'll get 5 JP also. Work your way down to the entrance again, making use of the healing pot as you exit the Temple. You may want to level your new Jobs a bit since you can access the pot here, but you may as well wait until you can get some more magic and equipment at the first town you find. You exit the Temple on a small piece of land with nothing to do but go north to an abandoned ship. When you get on the Sunken Ship you can take the helm, but go below deck first for some loot. In the left room are three chests with an Ether, Potion and Phoenix Down inside. The right room holds chests with an Antidote and 1500 gil. Now you have nothing left to do but set sail. Not long after you head out into the ocean you'll be attacked by two Blood Suckers. You don't have many attack options, so exploit their Lightning weakness as much as possible. Afterwards, you'll lose control of the ship, which will crash (again) on land. You still don't have any choice in where to go from here, and will find yourself at a mountain path. +-----------+ | Mt. Verde | +-----------+ Items: Tent, Bard's Tunic, x2 Eye Drops, Ether, Longsword, Oak Staff, Star Pendant, 500 gil There is a Mog salesman at the entrance to the mountain if you want to stock up on any supplies or get some new equipment. Take the first ladder up. To the left and down a ladder is a chest with a Tent. Further up the main path you'll have some stairs leading to a bridge over to a platform. On top is a chest with a Bard's Tunic. Slightly further up the path is a ladder leading down and under this bridge, with another tall ladder heading to an entrance. Mt. Verde: South is through this doorway. The path winds upwards with an alcove holding some Eye Drops. Down from here is a ladder going up to another platform. From here there is another ladder and a bridge. Take the bridge and follow the path for an Ether. Now take the ladder and go through the entrance. Once on the Summit, get the visible chest with a Longsword and go up as far as possible. Your party will see Yggdrasil in the distance in a brief cutscene. Continue on and start descending along the other side. Mt. Verde: North starts with a ladder down and then a split between a second ladder down and a path around. Take the second ladder to find an Oak Staff, then backtrack and walk along the plateau to some bridges. Along the right bridge is a Star Pendant. The southern bridge leads to a path that will go down and wind to another entrance. Take the path through this section all the way to the end and get a Battleaxe. Now climb down the ladder you passed and go as far down as possible. In a small nook all the way down is a chest with some more Eye Drops. Continuing on will be a similar alcove to the north with 500 gil. Then you can stay the course to get off the mountain. A town will be nearby along a river, to the south of a large forest. This will be your gateway into the forest. Before you head in, follow the river to the west to find a Chocobo Forest, which will enable you to learn the Chocobo summon for this set of warriors. +-------+ | Verde | +-------+ Items: Ether, 150 gil, 200 gil, Eye Drops, Hi-Potion, Golden Needle Outside, you can find items in the upper pot in the southwest, the pot in the fenced area behding the large northern house. Inside this large house, go upstairs and check the shelf for 200 gil. Take the back stairs down and get the Eye Drops in the pot. In the right house there is a Hi-Potion in the upper left barrel and a Golden Needle in the lower right box. Talk to the townspeople to get an idea of what's happening in the area. A boy mentions a code he learned, which is East - North - West - North. They'll also mention the Mazewood to the north, and a crazy old man living in a hut nearby. Clearly if there's a crazy old man, we need to go meet him! +------------+ | Forest Hut | +------------+ Items: Maiden's Kiss. There isn't actually anything required here, but you can get a few items and a funny optional scene. The barrel behind the house has a Maiden's Kiss in it. I don't have a clue why there are frogs everywhere, maybe it's to build the naturalist feel of the Ranger section? Inside, if you check the bookshelf you'll find a porn magazine which Alba and Nacht.... discuss. Once you're ready to move on, head into the Mazewood by taking the northern exit from Verde. +----------+ | Mazewood | +----------+ Items: Bandana, 1000 gil, 800 gil, Slasher, Chainmail, Hi-Potion, Orichalcum, Sacred Candle, Steel Shield, 1500 gil Enter the woods, and not too far from the entrance you'll be attacked by two Scouts from Avalon. You can steal a Steel Helm from them if you have a Thief with you. Then you're free to progress through the woods. Given the name, the areas here can look pretty similar, so try to keep a map going in your head. Head left at first for a chest with a Bandana near a pond. Another left brings you to a chest with 1000 gil. One more left will bring you back to the first screen, a little further up. Walk past the path leading north and grab the chest for 800 gil. Up the north path you'll find a Save Point. This is the part where the Mazewood becomes the typical maze with only one correct path. Head east from the Save Point, then north, west, and north again. This will bring you to a cutscene where you meet crazypants around a campfire. Once you have control again, head further north and deeper into the forest. The first path left here leads to a Slasher. I don't normally like Axes because of their lower ACC rating, but this is strong against plants, which is good given the circumstances. All the way up this main north-south path is a chest with some Chainmail. The middle path leads to another screen change. There is a chest here with a Hi-Potion in it, but nothing else. Continue on. Here you'll find a Save Point and a chest holding an Orichalcum. To the left is an empty room, similar to the one in the Cave to Deist. The rare monster here is the Torosaurus. It can hit your party pretty hard and quickly in addition to a Roar attack that will stun the group, and he starts the battle by casting Reflect. Prepare appropriately with physical characters and Summoners, who aren't affected by Reflect, if you want to take him on now. When you head north from the Save Point, the screen will start to repeat. Do this a few times and then head south again. There will be a beast there now. Inspect it to trigger a cutscene which lands the old crazypants, Gramps, in your party as a Ranger. He will also find you a path to go through to the north. In this new screen, check the chest towards the lower left for a Sacred Candle. Take the left exit for a chest with a Steel Shield. Follow the upper path from here through an empty screen to a new area with a chest over a bridge. It holds 1500 gil. Heading south from here will take you back to the main screen after the last Save Point. You can also get to this screen by heading west from the Steel Shield chest. Either way you take, head to the northeast exit and cross a short bridge to exit the forest. Just north of here is another town and Yggdrasil, the World Tree. You can also find a Chocobo Forest to the far northwest, and an Eidolon cave west of town. For now, let's explore the town to beef up on equipment before adventuring. +---------+ | Alfheim | +---------+ Items: 10 gil, Maiden's Kiss, Hi-Potion, Eye Drops, Ether, Echo Grass Items outside can be found in the right crate above the Inn (10 gil), the barrel next to the Item Shop (Maiden's Kiss), and the bush near the flower field in the northwest (Echo Grass). Yes, you can even find items in bushes in this game! Inside the Item Shop, search the pot for a Hi-Potion. The Weapon Shop has some Eye Drops inside, and the house west of the Weapon Shop has a pot with an Ether also. Make sure to get your Level 3 Magic here, as well as any equipment you want. When you're ready to move on, head north to the Yggdrasil: Base. A cutscene here will reveal that the Elves want nothing to do with you *humans* and you'll have to find another way in. Gramps suggests the mountains to the northeast. +-------------------+ | Cave to Yggdrasil | +-------------------+ Items: 2x Eye Drops, Silver Bangle, Antidote, Dry Ether, Tamer's Whip, Man-Eater, Sacred Candle, Tent, Bronze Armlet When you enter the field space in front of the mountains, there will be a short cutscene where Gramps opens the pathway into the mountain. Head left from the entrance and then up to get some Eye Drops. Go down the ladder and through the opening. Wave around the path here to get to the other side of the chasm, where you can pick up a Silver Bangle. Another opening is just south of the chest. This will put you in sight of another chest, this one holding an Antidote. Cross the bridge for a Dry Ether. Continue along the path now and double back along the chasm to get a Tamer's Whip before moving on. Follow the path past the two ladders. When the path splits, take the right path all the way down until you're level with the chest. You can see a gap in the wall here, where there isn't shadow. Walk through to grab the chest and a Man-Eater. Further down, take the right path and cross the bridge for a Sacred Candle. The passage on is to the left. There's another gap in the wall in this screen, to the right. Passing through will get you a Tent. Head left now, taking the side paths to get a Bronze Armlet and some more Eye Drops. At the bottom of the screen you'll see a tiny cave with a Save Point. You can see the mini-boss from here, so go and make use of it first. The fight with the Green Keeper is pretty straight forward. He's susceptible to Slow, but will use Haste once you've whittled his HP down a bit. He can also heal himself, so make sure you don't spend too much time on buffs and let him recover a lot. Once you kill him, head up and out of the cave into Yggdrasil itself. +-----------+ | Yggdrasil | +-----------+ Items: Mage's Staff, Golden Needle, Echo Grass You start on the Lower Level of the World Tree. Follow the path and into the next screen where you can choose a path. Don't take the first entrance you see. Go down and around to find two more to the right. The left of these two has a chest with Mage's Staff. The right of these two hides a Golden Needle and Echo Grass. In the main room here, you can head south to access the main entrance to Yggdrasil leading into Alfheim. This is useful for obvious reasons, but also so you can go to the optional cave outside town for an extra Eidolon. Let's do this now before going any further up the tree. +--------------------+ | Cave of Convulsion | +--------------------+ Items: Hi-Potion, Large Shield, Trident, Phoenix Down, Greatsword, Tent This cave is fun! It's not a straight forward affair, and you'll have to explore a bit to find everything. Right when you walk into the main intersection an earthquake will happen and you'll fall to the bottom level of the cave. There are two paths out of this room. The first will lead you back to the surface, and the second will lead you to Titan. I'll take the first, since it's shorter, and you won't need to come back this way after you beat Titan. Take the upper right staircase to get back to B2F. Loop around here and get the chest with a Hi-Potion in it. The stairs here will bring you up to B1F, and the immediately visible stairs here up further to 1F. Here you'll cross the area of the earthquake. The left path leads to a Large Shield, and you can head south to the cave's entrance at this point. There isn't anything else along this route, so you can save outside if you want and head back to the bottom level. This time, walk around the ledge along the bottom of the screen and it will lead to another path. Going up here will score you a Trident. It also leads to a frog, which (for whatever reason) triggers another mini-earthquake. This will open up a new path allowing you to continue to a set of stairs in the northeast corner. In this part of B2F, stay along the path and examine the chest. A quake will drop you back down one level. Here you can open the chest for some Silver Spectacles. The cave here will lead out near the stairs you had just taken. Once you're back on B2F, continue past where the chest initially was. A frog will be waiting on the path down to the bottom of the screen. He will run when you approach him, but you don't have to chase him, just find him at his new location further north in a western alcove. This opens up a new path across the chasm. A chest is to the upper right here with a Phoenix Down. The stairs are more to the left. On B1F you can find a chest near the stairs holding a Greatsword. The frog will also be near here, standing by some stairs leading into an underground lake. Follow the frog in and catch him to open a new path. Along this you'll find a Tent. Continue on for the stairs and a Save Point. When you're ready, move on to see a frog with Titan. Talking to them will trigger the Eidolon battle. ***** Titan ***** This is similar to the Ramuh fight. Titan has Earthquake attacks that will hit the whole party, and he can hit individual characters for decent damage. He is also susceptible to Slow, which is helpful, as is using Protect on your party. He's stronger against physical attacks than magical ones, so make sure your melee characters are using their strongest attacks. Since you just started building this team, that's probably similar to what they were against Ramuh: Strike comes to mind, but even this won't do great damage. Magic Bomb 2 is good, as are the -ara spells. Gramps' Precise Shot isn't overly powerful, but it is consistent at least. You may consider changing your base party composition in favor of more mages for this battle, since you'll need them to heal and for damage output. When he starts to run low on HP he'll bring out Gaia's Wrath, so keep spamming your attacks to kill him. Once you do, you'll get the Titan summon and be able to leave the cave through the back entrance. At this point, the only thing left to do is grind if you want and then storm Yggdrasil. Let's get to it! +-----------+ | Yggdrasil | +-----------+ Items: 3x Ether, Magician's Hat, Magician's Robe, Sallet, Sacred Candle, Remedy, Phoenix Down, Elixir We're back! Head into the second entrance from the left (the only one you haven't yet) to find another Green Keeper. Take him out and head up to the Middle Level. Take the left doorway here. It will lead outside the tree, and further along to another entrance back in. The chest in this room has an Ether. The right passage doesn't lead to anything other than a view of a chest. Take the left passage and follow it until you enter a large room with a staircase. This is the room you entered in, on the other side. Ignore the stairs for now and head up the left side. You can walk through the wall here above the glowing flower to get a Magician's hat. Do the same on the opposite side of the room for a Magician's Robe. Head through the middle right door, which will eventually loop back to the entrance and the other passageway. Take the chest here with a Hi-Potion. The door near the chest leads outside and to a Sallet. The lower door here leads to a room with a chain in the wall. Pull it to access the stairs in the main room. Up the stairs you'll have a short scene. A chest nearby has a Sacred Candle in it. Take this set of stairs to reach the Upper Level. There is a third Green Keeper here guarding the Tree. Word on the internetz is that this one is harder than the other two - I didn't see this personally, but it may help to not slow him, as this may trigger a Haste counter. Just keep blasting him with Fira, Strike, Magic Bomb 2, and healing when necessary. As always, level up if you can't win, or change your party to have more damage output. Follow the path along the left to find a Remedy. Then loop around the right and through the entranceway. Head up the short staircase here to get a Great Bow for Elgo. Take the left door here, and then the left vine ladder up as far as you can for two chests with an Ether and a Phoenix Down. If you double back and climb the right vine ladder, it leads up and outside to an Elixir. Back down, take the right door this time. Up the middle vine is a Linen Cuirass. Next take the left vine to get some Cat Claws. Finally take the right vine to progress up and to the Top level. Don't go through the columns towards the Elves yet. The left path goes outside where there's a chest with another Ether, and the right path goes outside to a Save Point. Once you've healed and prepared, go towards the guards for a short scene and then up to the apex of Yggdrasil. There will be some longer scenes here before you're attacked by another of the Avalonian Generals, Asmodai of the Earth. You'll have two plot-based battles before you can actually fight him. ******* Asmodai ******* Asmodais is clearly of the magical class, so don't worry about buffing with Protect. Slow also won't work on him. He has some strong AoE attacks which you'll need to be prepared to heal from. Luckily, he isn't predisposed to take less damage from magic attacks, so you can make use of your -ara spells and magic F-Abilities. He also uses a lot of status attacks with the Miasma attack so you may have to fend off some paralysis and confusion. I didn't bother curing Poison, since he reapplies it so often. He's weak against wind, which isn't the most accessible element to attack with, but if you're using a Warrior you can equip one of the Spears that comes with Wind attached. Other than these specific tactics, use whatever Abilities you've learned that will buff your characters and lay on the hurt. STR +20% and HP +20% are good passives at this point, the Warrior's Enrage is good before spamming Strike, and the Monk's Aurablast does decent damage. Summoners may not be as useful here because of their atrocious speed deficiency and lack of strong Eidolons besides Titan, which won't help here. Like most bosses, he'll get nastier when he's close to dying, but it shouldn't be a terribly difficult battle, if frustrating with the continuous status ailments. Once you beat him there will be some more scenes with the Elf royalty before you gain the Ranger Job and 5 JP for the party. And that's the end of this section! __________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World of Light: An Enchanting Reverie [ffd_ch2c] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll start off in Deist and have a few conversations before being flown to a new part of the world. There's a port town nearby that you can go to to access their ships. You can also start using the Dragoon class now. +------+ | Capo | +------+ Items: Echo Grass, Ether, Hi-Potion, Potion, Eye Drops, Tent The crate in the lower right of town has an Echo Grass. There is also an Ether in the pot near the bar, a Hi-Potion in the barrel near the Item Shop, and a Potion in the right crate along the northern edge of town. In the lower right house you can find some Eye Drops in a pot. In the large house with the old couple, the lower right shelf has a Tent. You'll notice a glowing spot in town near the entrance. If you inspect it, you can open a rift to go back to the area you explored in the Dragoon section. This lets you go back to explore anything you may have forgotten long before you get your eventual airship. Talking around town will show that the shipyard can't be used because of some pirates blocking the port. You can find them in the bar to start a battle against a group of them. After this, talk to the pirate by the dock to be taken to meet their leader. +---------------+ | Pirate Island | +---------------+ Items: Mythril Bangle, Echo Grass, 1000 gil Once you're here you have to head through the cave to talk to the pirate captain. There is a healing pot and a Save Point before you move forward if you need to use it. Follow the path around through the first floor. Don't take the top stairs yet, and keep going to find another set further down. This leads to a single room with a Mythril Bangle. Then head back to the first set of stairs. Take them and head left. A doorway in the top of the wall leads to two chests, with an Echo Grass and 1000 gil. Continue along the main path and look for a partially hidden passage to the south. Through this, weave right for a Green Beret before climbing down the ladder. Follow this path around the screen until you reach another passage. There aren't any chests or anything to find here before continuing on. +----------------+ | Pirate Hideout | +----------------+ Items: Mallet, Hi-Potion, Eye Drops, Ether The hideout has an Item Shop and an Inn if you want to use them. You can also find a Mallet in the lower right barrel in the Inn, a Hi-Potion in the barrel along the north wall, some Eye Drops in a barrel in the passage after there and an Ether in the final room with a pirate in it. Talk to this pirate, the captain Bikke, to get some oblique information and start a fight against him, under someone else's orders. ***** Bikke ***** Before you start the fight against Bikke you have to fight off four Pirates. They're similar to the ones you fought in Capo, except this time they'll attack from behind. After you kill them you'll fight Bikke himself. The battle starts with Bikke alone, but as you fight longer he'll call more Pirates in groups of two to support him. Each time I fought him he called two sets of two Pirates before I killed him, so he may keep calling them as long as you haven't killed him off. Keep your HP up, but other than hitting the group with several attacks there isn't too much to this. You can use Slow and Protect if you need to buff your party. Once you beat the pirate captain, you'll earn his allegiance and 3 JP to boot. Head back to the docks and choose to sail to Rusalka. +---------+ | Rusalka | +---------+ Items: Tent, 4000 gil, Maiden's Kiss, Antidote, Sacred Candle, Hi-Potion, Ether, Mallet Once you arrive in Rusalka, you can still speak to Bikke if you want to return to either Capo or the Pirate Hideout. For now, explore around town and talk to people to learn what's happening with Eduardo, the Bard. You'll have to speak to the townspeople and then the bartender before you're allowed out of town. In the meantime, let's find some items, too! There is a Tent right near Bikke in the pot between two crates. In the main town, there is a chest partially hidden along the river. You can cross under the bridge to get to it and find 4000 gil. The pot in the north alley holds a Maiden's Kiss and the upper pot in the far northeast has an Antidote. The barrel beside the Inn has a Sacred Candle inside. Inside houses, you can get a Hi-Potion in the upper left house's pot. The middle pot along the wall inside the Inn has an Ether. Inside the bar, the upper right barrel contains a Mallet. Check out the equipment stores, particularly the magic store, which has Level 4 spells. After that (and speaking with the bartender), you can head out of town and head to the Empire base on top of the mountain to the northeast. +-------------+ | Mt. Rusalka | +-------------+ Items: Eye Drops, Hi-Potion, Remedy, Mythril Armlet, Ether Lots of mountains in this game so far. Time to get started. Head up the mountain and around to the left, up the first few ladders to a door. When you enter the mountain, head along the path with a pitstop for the chest, holding some Eye Drops. Once outside again in Station 3, head up and follow the left set of ladders. The right path leads to a dead end. Once you go up as far as you can and enter the mountain again, head up the short branch to find a chest with a Hi-Potion. Then head right and down the ladder to get a Remedy from the blocked off barrel. Back up the ladder you can take the stairs to Station 6. Down the right corridor of this room is a Mythril Armlet. When you walk outside, the nearby chest has an Ether. To the right and up the long ladder, you can skirt a bridge to pick up a Mythril Spear. To the left is another door heading inside to Station 8. There isn't anything in this section, so just follow the path around until you reach the Summit. Up the staircase on the summit is a chest with a Cottage. There is also a Save Point to the left, before you go back inside. Once you do, you'll find an Avalon soldier who will pull a Baigan and attack once you talk to him. The Weresoldier hits harder than most so far, and faster. Protect will minimize the physical damage as much as possible. You may have some more F-Abilities at this point if you've been leveling your Jobs up, or starting to use a variety. Boost Jump is good if you have that, otherwise stick with the regular buffs (Protect, Enrage, passive stat boosts) and don't let your healers fall. After you've killed the soldier, return to town to plan your next actions. +---------+ | Rusalka | +---------+ When you're in town, talk to the bartender again and follow his advice to go rest up at the Inn. A nighttime scene will happen and Sol will give you a hint as to where you need to go in town. +----------------+ | Rusalka Sewers | +----------------+ Items: Hi-Potion, Elixir, Silver Spectacle Once you're in the sewers, for obvious reasons you won't be able to use most of your abilities or Jobs since you're stuck in Frog form. The enemies won't give gil or AP and all you can do it attack, so keep some Potions on deck in case you run low on HP. As you're going through the mostly linear path, you can talk to a few frogs as you pass them and pick up a few chests. The first is up out of the water to the north and has a Hi-Potion. Soon after there is a platform raised out of the water with an Elixir. In the small entrance northwest of this platform is another room with a Silver Spectacle. Continue down and loop to the right to find Eduardo. You'll gain another 3 JP when he joins your party. You have to walk out the same way, but Eduardo's Harp attacks will do more damage than your team's. Once you're back in human form, head to the forest north of Mt. Rusalka. +-------------------+ | Forest of the Fey | +-------------------+ Items: Mythril Axe, Hi-Potion, Potion, Lightning Bow, Remedy When you enter the forest, start by heading to the left and up to find a Mythril Axe. Then go back and along the right. When you get to a cross section, go left a short ways to find a Hi-Potion. Then head up the right side of the forest to find a Potion. The exit to the screen is in the upper left. This small area has a Save Point and two exits. To move the story along, take the left exit up. There will be a short scene and a fight against three Vortex enemies. They're normal enemies so nothing special to deal with. Afterwards you'll get a Bottle of Bubbly Water, which will allow you to access the Underwater Temple. Taking the right path from the Save Point, make a counter-clockwise loop and pick up a Lightning Bow. From the start you can go a bit left and up to get a Remedy. Now you can follow the path along the left and around. There is a Mog here, but he doesn't have anything for sale. At this point, you can go to the Underwater Temple and close out the section. There is also an Eidolon to be found near the Forest of the Fey, along the mountain ridge to the west. There's a Chocobo Forest further north if you want a quick heal. +--------------+ | Glacial Cave | +--------------+ Items: Echo Grass, Phoenix Down, Cleric's Staff, Ether, Hi-Potion, Golden Needle, Kris, Cleric's Hat, Cottage, Prism Rod, Ice Cave! Keep your Fire magic handy. To the right is an Echo Grass. Up from the entrance, go back down the left stairs for a Phoenix Down. Then head over the bridge and around to get to the door. This leads to a short room and some stairs down to B1F. Head towards the stairs you can see from the start. It leads back up to 1F and a new platform with a Cleric's Staff in it. Back at the main path, use the ladder to the left to get on a platform in the middle of the lake. Two chests here hold an Ether and a Hi-Potion. Loop around and go across the large bridge to proceed, using the stairs in the next room to go down again. On B2F head up and take the bridge to the right. Follow it around and climb the ladder to find a Golden Needle. Head down next. To the right is another ladder going to the other chest you'd seen. It holds a Kris. You can't reach the last chest yet, along the north wall. Continue down the southern stairs. Continue again to reach B4F. The chest down the first ladder has a Cleric's Hat in it. Once you go down the next level, head up along the right. The chest here has a Cottage inside. The ladder in the middle leads you on, after a bit of walking around the ledge. B5F has a large frozen lake once you descend the first ladder. Don't waste your time tryingt to "solve" this puzzle, since you can't yet. Keep going down and into the room where you'll get a Save Point. In the next room, you face the ice Eidolon, Shiva. ***** Shiva ***** It should go without saying that you should lay on as much Fire damage as possible. Fira will do more damage here than Magic Bomb 2. The battle will be slightly easier with Eduardo, who can buff your party a bit, and he also helps as another target. Shiva uses Blizzara against individual characters and the party also and will bring out Diamond Dust when she's been weakened, a more powerful AoE attack. She will also use Blizzara on herself to heal for about 500 HP and increase her Magic attack for a period of time. You can prevent this if you have a Red Mage with Attune Blade, which acts like FF VI's Celes' Runic ability. When you use it, the next magic spell cast will be absorbed by that character and recover some MP. It only stays active for the duration of the character's turn, which means you'll have to reuse it if no spell is cast within that turn. It also means you can't use your own spells, particularly healing spells. But if you time it so that your mage(s) cast their Fira/Cura spells first and then you use Attune Blade, you can prevent Shiva from using the majority of her ice-based attacks. Similar to other bosses and Eidolons, Shiva will start hitting harder when she's almost dead. Keep the Fire damage on as much as possible, and possibly add another mage if you need more healing power. When you beat her, you'll gain her as a L3 Summon. The ice in the cave will also start flowing, which means you can get a few more chests on your way out. Just above the room where you fought Shiva, you can now walk through the lake and grab the chest with a Prism Rod. The waterfall here hides a secret door. When you walk back through it, you find another chest and a Brigandine. Head up a level, and now you can walk back through the waterfall at the top of the screen to pick up a Partisan. Now that you have all the treasure here, finish any leveling you want to do or equipment you want to get and head back to Rusalka. When you approach the bubbles in the water by the pirate ship, it will prompt you to descend into the Underwater Temple. +-------------------+ | Underwater Temple | +-------------------+ Items: Coral Sword, Tower Shield, Dream Harp, Mallet, Hell Claws, Cottage, Barbut, X-Potion, Dry Ether, Pinwheel Almost everything here is weak against Lightning. It's fun to see the element tropes coming back full force. Keep it in mind as you're going through the temple. You start out falling to the bottom and have to climb your way back up. Head north from where you land through the next screen. Stay along the middle path to get a chest with a Coral Sword, which conveniently comes with the Lightning element attached. Then take the left stairs to go up a floor to a single room with a Tower Shield. The right path from the original room will lead you on. At the bottom of this section of 5F is a chest just off the path and a Dream Harp. As you probably saw when you entered the room, as you go up the narrow path you'll find a guardian similar to the Green Keeper in Yggdrasil. The Nereid isn't weak technically a water elemental, thus not weak against Lightning, but also shouldn't pose a problem. After beating the Nereid you'll find a mermaid whom you have to talk with to clear the path. Head into the next room and up to 5F. The pot right here has a Mallet in it. Go to the bottom of the screen and double back up the left side, where a chest is with some Hell Claws for your monk. The pot nearby has a Cottage. Another Nereid is visible as well, towards the bottom of the screen. Once beaten, go up and past another mermaid to reach a mid-dungeon Save Point. When you go up, there are stairs leading up to 3F as well as a room behind them. This room has the rare Aqua Rex monster which will sometimes drop Large Fangs. On the next floor, take the left branch and the stairs for Barbut. The right branch is similar but holds an X-Potion. At the bottom of the main screen is a third Nereid. Once killed you meet another mermaid and some stairs up to 2F. This floor isn't submerged for some reason. Your characters mention that it's lit differently. Take the cue and pick up each of three candles, placing them in the blank wall to the north. This will open up the passage way further down. Yet another Nereid is waiting for you here. As you speak with the final mermaid and go up the stairs you will learn a bit more of the underlying story here. on 1F, two rooms wait along the north wall. The western one contains a Dry Ether and the eastern a Pinwheel. Then you can find another Save Point and prepare yourself. The next room will have some scenes with the mermaid, Edna, before an Avalonian General comes to fight you, Styx of the Water. **** Styx **** Throw out your best Lightning attacks here. Someone with the Coral Sword can do great damage without any spell delay. Ramuh and Thundara are always good to fall back on. The weakest link is definitely Eduardo, but put him to work with offensive buffs and healing as appropriate. Styx will use Water attacks against individuals and with AoE attacks, pulling out more damage as you go. But your Lightning attacks can really wreak some havoc against this weakness, so it didn't feel as close a fight as some of the earlier bosses did. When you do beat her, there will be a bunch of scenes and you'll acquire the Bard Job and 5 JP. You have to physically leave the temple by using the portal, which will trigger some more scenes. A story boss battle will commence which doesn't last very long. After this, you'll have some more scenes with a new character and then move back to Alfheim and your other characters. __________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World of Dark: A Blessing in Disguise [ffd_ch2d] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you start off you'll have a few scenes and the Elf Queen will give you a letter for the Dwarven leader to ask for his help on your behalf. Then you will be transported (by hawk!) to a new land. It drops you off in a forest nearby a town, which will be your first stop. +--------+ | Kurgis | +--------+ Items: Hi-Potion, Ether, 500 gil, Phoenix Down, Antidote Explore town to hear about the Dwarf village through the forest. Apparently this part of the world gets all the different races. You can also find some items lying around. The lower crate near the Magic shop has a Hi-Potion. The upper barrel by the Inn holds an Ether. The pot behind the house west of the Magic shop has 500 gil. Inside houses, the pot in the Inn has a Phoenix Down and the house east of the Magic shop has an Antidote in the right shelf. Once you're done, head to the nearby forest. +-----------+ | Umberwood | +-----------+ Items: 2000 gil, Mythril Armlet, Ether, Phoenix Down, Hi-Potion, Gaia Gear, Remedy, Mythril Knife, Sacred Candle, Cottage, X-Potion For whatever reason I found this forest actually a little tougher than the previous dungeons. Maybe I didn't have a good Job setup, but maybe you should bring some extra potions or ethers in case. From the start, head left a short ways and get 2000 gil. Back to the right, go all the way into the next screen to get a chest with a Mythril Armlet. From the split where you continued right, head up and a bit down to get the visible chest with an Ether. Further up along the right is a Phoenix Down across a bridge. Now head to the left for a short scene with a mysterious character. You'll have a few of these as you pass through the woods. Continue to the left. Head to the left here and make a loop down and back right to find a Hi-Potion. The southern branch here heads to a new screen with a Gaia Gear in the chest. Take the remaining branch from this part up and then to the left. This is another new screen with a single chest, a Remedy. Back on the main path, head right and up past another short scene. You'll have a few path choices here when you come to the bridges. Take the right bridge first. Continue right to the new screen, which doubles back below the entrance, leading to a chest that you couldn't reach before. It holds a Mythril Knife. Back at the bridges, go up along the grass path to get a Sacred Candle. Then take the left bridge, which holds a Cottage just to the south and then leads north. Go north along the west line to get an X-Potion. Then trail the path along the east, going all the way north, for a final short scene before you exit the forest. The Dwarf village is not far to the north of here. +------+ | Aule | +------+ Items: Phoenix Down, Remedy, Sacred Candle, Ether, Antidote, Hi-Potion, 4000 gil You'll receive a similarly unpleasant welcome here as you did in the Elf village of Alfheim. You can't do anything until you give the Elf Queen's missive to the Dwarven leader, so head to the large house in the north and speak with him. He will tell you about a cave to the east leading to a castle ruined by the Empire which you should search next. It will also open up the town for conversation and shopping. For items, search the northweatern barrel for a Phoenix Down and the pot south of the Item Shop for a Remedy, Inside the armory-type building to the east you can pick up a Sacred Candle in the left barrel, an Ether in the middle accessible pot, and an Antidote in the left one. Inside the Dwarven chief's house is 4000 gil in the lower left pot. The bar has a Hi-Potion in the lower right barrel. Once you're done in town grind outside as much as you'd like and make note of the Chocobo Forest to the southeast if you want to heal there. Then head to the cave The Dwarven chief mentioned, which he will have granted you access to. +---------------+ | Cave of Dread | +---------------+ Items: Hi-Potion, Echo Grass, Cottage, Mythril Spear, Phoenix Down, Dark Sword When you approach the cave you'll talk with a Dwarf who will let you by. The main thing to know about this cave before hand is that several of the enemies can only be killed by finishing them off with a magical attack. While this may seem like building a team of mages will be easier, you can still damage them using melee fighters, so I played through it with a regular party split with physical and magical fighters. Also note that the mosnter will revive itself if killed with a physical attack, but not to full life. This lets you finish the job with a mage. Monsters that function like this are the Death Crawler, Outcast, and Cruller. Head inside and to the southeast to pick up some ore, which is visible on the screen. The kind you get is randmo as far as I can tell, and you can find Pebbles, Mithril Ore, or Iron Ore at this point. You won't be able to do anything with them now. There is also a chest with Hi-Potion. Head north and down the ladder to pick up a Pebble (visible). Follow the path for a chest with an Echo Grass. Up the stairs you'll find a pass to the next screen. On this path, head straight forward to find a healing pot. Yes, in the middle of the cave. Guess the designers didn't want to be TOO rough on you. To the left you can pick up a Cottage. Heal if you want before heading right. A ladder here will take you up and around, leading to a Mythril Spear when you descend again. Up the next ladder will be another passageway. A chest will be visible to your left, holding a Phoenix Down. Follow the ledge around and duck in the door to use a Save Point if you want. Down the ladder and in the far corner is a Dark Sword, which you can't equip yet. There will be a boss here, so prepare yourself. ************ Hecatoncheir ************ This guy is kinda a pain. He has 12 arms, and will attack you three times each physical attack. He also hits hard, so Protect is highly useful. A strong physical attack, Whack, can also Confuse your character. He has a Quake AoE attack which can do 400+ damage, and most annoying of all is Curse Breath. You may be tempted to let Curse status sit since he'll likely inflict it again but this will severely impede your ability to do any actual damage. Staple attacks like Magic Bomb 2 and Strike will do perfectly fine damage, but not if you're under the effects of Curse. You may want to stock extra Sacred Candles. I also found Bio from the L4 Black Magic set to be helpful. either due to its Dark element or general strength compared to the -ara spells. It may pay off to keep your mages free of Curse and use your physical attackers to heal here, since you can use your MP to dish out significant damage. I also noticed elemental bows doing significantly less damage than knives on my Thief, irregardless of comparative ATK power. When you deplete his HP he will Regenerate like the other monsters in the cave. If you kill him again (with either kind of attack), he'll use Hyper Regenerate, which triggers a story battle involving the mysterious character from the Umberwood. You still have to fight the boss though, taking down all his HP again, so make use of his Dark Blade attacks, particularly Darkness to start dealing some heavy damage. Once you (finally) kill him, the Dark Knight Graham will join your group and you'll receive 3 JP for the party. I'd recommend saving again, and possibly healing via a tent. Heading through the northern exit brings you onto Mt. Falgabard, another dungeon with a seemingly high encounter rate. +---------------+ | Mt. Falgabard | +---------------+ Items: X-Potion, Echo Grass, Dry Ether, Hi-Potion, Hell Claws, Ether, Remedy The path here winds for a while before bringing you up to a ledge near the chest you've seen for a while. Step west and open it for an X-Potion. When you reach some stairs soon after, step west again to pick up an Echo Grass. Then walk up the short stairs and north. Use the ladder here for a Dry Ether. The next ladder down leads to a Hi-Potion. Continue climbing the ladders up until you see a bridge to your left. Across it are some Hell Claws. Then continue north again. A short scene will occur talking about the history of the Falgabard kingdom. Once finished you can go right and climb the short ladder for an Ether. To the left there is a ladder up to a ledge with a Remedy. Take the next ladder down and follow the path far up. Keep following the ladders until you exit the cliffs in front of Castle Falgabard. +------------------+ | Castle Falgabard | +------------------+ Items: Elixir, Cleric's Hat, Ether, Justaucorps, X-Potion, Barburt When you walk in you'll notice the obvious bombed-out state of the castle. An Eidolon-hinting Mog is nearby, and you can find a number of ghosts to talk with throughout the ruins. If you head up to the ramparts and into the east tower, you can go upstairs and open a chest with two Horned Devils inside. These are normal enemies, not like the Avengers in the cave in Deist. The chest holds an Elixir. In the corresponding west tower you can find another monster laden chest, this one holding three Souls of Hate. They hold on to a Cleric's Hat. Note that none of the other normally lootable objects in the towers have anything, which I guess makes sense since the place already got looted. When you enter the main doors of the castle you can continue exploring and speaking to the ghosts to start and piece together what happened here. Graham will have a scene in one of the bedrooms. You can also find a Mog salesman in the left door on the right side with a healing pot, which I appreciated. The door behind him is locked until later. When you're ready to progress, head downstairs and through the northern door to find some thieves pillaging the ruins. A battle commences against three Bandits who won't cause any problems. Keep going along this route to reach a Save Point before a door. Inside you'll find the bandits with their leader. You can search the right barrel on the east side for an Ether here. It isn't until you speak to the main bandit, Dundoth that the next battle will start. This isn't quite a boss battle, especially after Hecatoncheir. Dundoth does put up more of a fight than I was expecting though. He uses Thwack as an AoE physical attack, and can Whack individual characters to confuse them. He comes with the same three Bandits which you can make quick work of. Once they're gone, they'll flee through a secret passage and the party will get another 3 JP. You can now pick up the three chests for a Justaucorps, X-Potion, and Barbut in clockwise order. Save if you want and then move on through the hidden door. +---------+ | Passage | +---------+ Items: Hi-Potion, Tent, Ice Bow, Cottage, Kris Some of the enemies are similar to those in the Underwater Temple, weak against Lightning. Head north into the passage and search the middle left pot for a Hi-Potion. Head south into the water, all the way down and then up onto the platform. To the left is a Tent. Cross over the next bridge to get an Ice Bow. Continue downstairs. Follow the path, making note of the unattainable chest and pot. When you reach a split, the first one leads to a chest with a Cottage. Continue along the path, stopping for a quick Save Point around the next corner. Surprise! Get ready for another battle. You can sneak through the west wall and grab the earlier chest before it, though, to get a Kris. When you're ready to fight, talk to the Avalonian leader. The fight is against the Commander and two Lancers. It shouldn't be tough after the previous few fights. The Lancers fall quickly, and although the Commander can use Thwack and a strong single character axe attack, the lack of reliance on status effects makes for a quicker battle. After you're done, follow the bandits upstairs and swing to the right to find the hall leading back to the castle door. Unlock it, heal yourself if you want, and then take the second set of stairs that you passed to exit the Passage. From here you can head north to Mt. Gulg. There is also the elusive second Chocobo Forest, which I really though I'd missed before the castle. We're going to use the Black Chocobo to head to the Eidolon cave, which can be found past the reef and up above the lake. You can keep going to restock supplies at Aule if you want, which is never a bad idea. The Weapon Shop will now be taking any of the ore you found in the Cave of Dread and will use it to make equipment for you, but you can find ore in the next two dungeons as well so it may be more useful to wait rather than grind out random loot. +----------------------+ | Cave of Perfervidity | +----------------------+ Items: 2x Hi-Potion, Tower Shield, Antidote, X-Potion, Brigandine, Cleric's Staff, Ice Knuckles, Ether. Gotta say, I really like that they went with SAT words for all the Eidolon dungeons. Pay attention to the lava on the floor, which will drain you of 10HP if you walk over it. Sometimes this is unavoidable, and most of the time I didn't care, so either way. You will also find some Dwarven ore in here, and I had a little better luck finding Iron/Mythril Ore than in the Cave of Dread. Take the left path from the start to pick up a Hi-Potion. Then work your way aroudn to the right and take the stairs to B2F. You'll notice some magma waterfalls here, similar to the ice waterfalls in Shiva's domain. We'll have to block them in a minute so we can continue on. For now, pull the chain below you on the right to open a new staircase and head through that entrance. You'll want to go up the ladder here and into the next room. Head up the first set of stairs and ladder. The chest here has a Tower Shield, and there is another chain that you can pull to block the first magma waterfall in this screen. Go past where it was and use this ladder to climb further up. Take the lower path to get to another chain, which shuts off the third magmafall. Circle around from here and go down the stairs. On B3F, get the chest on the middle level which holds an Antidote. Follow the path out into another screen and take the stairs you find there back up a level. This will put you in the screen with the magmafalls, which you can use the last chain to completely shut off. This will cause the large lava pool on the lower level to drain. You can reach that area by heading left, down the ladder and through the opening. Once here you'll notice a bunch of chests and rock debris blocking your path. You can worry about which lava spots you hit, but I couldn't be bothered. Go left first and get that chest for an X-Potion. Up the ladder and through the opening is another chest with a Hi-Potion. Continue up further, through the next screen and up the stairs to get to the first room and the chest you could see from the entrance. It holds a Brigandine. Now go back to the lava-drained room. This time, go right and up through the gap in the ledge to pick up a Cleric's Staff. The ladder near here that you haven't taken yet brings you to some Ice Knuckles, which are obviously great for this dungeon. Using the right doorway will let you loop to the left and out to get the last chest, an Ether. Now take the stairs you saw behind this room. You'll descend to a Save Point here. Use it, then exit the room and circle back around to where you'll find Ifrit out amongst the lava lake. ***** Ifrit ***** Slightly tougher than Shiva, if only because he has stronger physical attacks, you can still exploit his weakness without too much effort. A Monk with the Ice Knuckles will do high damage, as will a Warrior with Enrage/Strike. Or a combination of these if you have it. Blizzara will do slightly less, but still strong damage. I had my second mage on defense with Protect and Cura, and Graham attacking regularly. I didn't want to risk his HP dropping with his Dark Blade attacks here. Ifrit can hit hard and quick; the first time I fought him he did, and the second time him he was a pushover. He has a buff where he'll go into a frenzy and start attacking physically faster and stronger. He has the typical Whack attack which can Confuse you, which I fixed with my attack mage since they did less than my Monk or Thief even (who had the Ice Bow). Attune Blade could be useful here, but I found it to be more a liability than with Shiva because he would go on streaks without using Fira, rendering my healing spells useless. He'll also pull out Hellfire against the party which can do 500+. Just make sure you have a dedicated healer and someone who can play both sides of the damage/healing fence and you should be fine. Once you beat him he'll join you as a L3 Summon. You can head out via Teleport if you want, and I came back through a few times to get more ore, although the way the game is designed each new section will quickly outstrip the best equipment from the prior, so you don't need to if you want to just move on. Mt. Gulg is just north of the exit of Falgabard Castle. +----------+ | Mt. Gulg | +----------+ Items: 2x Hi-Potion, Echo Grass, 2x Phoenix Down, Remedy, Prism Rod, Officer's Hat, Cottage, Ether, Cleric's Robe, Pinwheel, Dry Ether Start by heading right and up the ledge for a Hi-Potion. Then go left and take the two ladders to pick up an Echo Grass. Up the stairs and another ladder is a Phoenix Down. Follow the path a bit further and through a doorway to reach Station 5. Another giang magmafall! Favorite new word. Go up the ladder and cross the bridge towards the chest containing a Remedy. Take the next ladder and pass by the bridge to reach a chest with a Prism Rod. Then take the bridge across to a doorway. This is the Summit of the volcano. Unlike most summits, there isn't anything to do here, so climb up and around to the entrance inside the volcano itself. You'll find a Save Point here on 4F. Go all the way up the east side and open the chest for a Phoenix Down before crossing the bridge. Another chest is further down holding an Officer's Hat. Then take the stairs. You'll find some more lava down on 3F. Take the stairs to the right and loop around to pick up a Cottage. Then take the stairs to the left and head down, going up onto the platform then for another set of stairs. You'll find some soldiers wandering around here that initiate battles, and no random monsters. Go up and then head left into a nook along the far wall. The chest here has an Ether. Then head all the way right to find a similar nook with a Hi-Potion. The stairs are above here. When you hit 1F you'll have a short scene. Keep going and enter the next room. The stairs visible to your left lead to a room with a Cleric's Robe at the end of the path. Back in the main room, head up and to the far left corner. The entrance here leads to a chest with a Pinwheel. Find a similar entranceway in the northeast corner, this one leading to a Dry Ether. Then head all the way up in the middle to find a room with a Save Point. This is your last one for the chapter, so grind against the soldiers if you want and then prep yourself for the boss. ....Before that, though, you'll get a mini-boss battle against a Commander, a Martial Artist and a Sorcerer. You can't save after this, but you can heal if you want to, before continuing through the passage. Now you'll fight the real fight, against Baugauven of the Fire. Who has somehow made it across worlds... ********* Baugauven ********* The good news is that Baugauven has the expected weaknesses, against Ice and Water. The bad news is that he has several AoE attacks and hits pretty hard. He can attack twice with his physical attacks and Burning Slash, which hit decently. Protect is great here, and having more than one mage to heal can be useful. My main damage dealers were my monk with the Ice Knuckles and Thief with the Ice Bow, using an Enrage/Strike combo. You should definitely swap this Thief out (I had him to check for Steal items) for a Warrior or Ranger and use their abilities for better damage. I had Graham use Darkness when he had enough HP to spare, but it seemed like the Ice-equipped fighters and mages casting Blizzara did more damage. He hits harder, but he also seemed to fall faster since he doesn't have significantly more HP than Styx and your fifth member is much more useful than Eduardo. Use two healers if you need to until the plot part of the battle begins. Run through a few scenes here. You'll have a scripted boss battle that you can't lose. Afterwards you'll get Graham's Sword and Sigurd's Armor. Then you gain the Dark Knight Job and 5 JP. A few more scenes to foreshadow and to lay the groundwork for the next section will close outChapter 2. =============================================================================== Chapter 3: Warriors of Light and Darkness =============================================================================== _______________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ World of Light: Forgotten Memories [ffd_ch3a] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (coming soon) _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | V. Reference | |_____________________________________________________________________________| =============================================================================== Sundries [ffd_sun] =============================================================================== Antidote ------------- Cures Poison/Toxify status. Dry Ether ------------ Restores 150 MP. Echo Grass ----------- Cures Silence status. Elixir --------------- Fully restores HP and MP. Ether ---------------- Restores 50 MP. Eye Drops ------------ Cures Blind status. Golden Needle -------- Cures Stone status. Hi-Potion ------------ Restores 500 HP. Iron Ore ------------- Ore to be used in dwarvish crafting. Large Fang ----------- A large fang. Maiden's Kiss -------- Cures Frog status. Mallet --------------- Cures Mini status. Mithril Ore ---------- Ore to be used in dwarvish crafting. Phoenix Down --------- Cures Knocked Out status. Potion --------------- Restores 100 HP. Remedy --------------- Cures all status effects other than Knocked Out. Sacred Candle -------- Cures Curse status. Small Fang ----------- A small fang. Tent ----------------- Restores party's HP and MP. Usable at save points/on world map. X-Potion ------------- Restores 2000 HP. =============================================================================== Weapons [ffd_wea] =============================================================================== ~~~~~~~~ Shuriken ~~~~~~~~ ATK ACC Notes Pebble 10 Just a pebble. Used for throwing. ~~~~~~~ Daggers ~~~~~~~ ATK ACC Notes Knife Dagger 10 20 Main Gauche 15 20 Orichalcum 23 20 Man-Eater 27 20 Strong vs. humans Mythril Knife 32 20 Kris 36 20 INT +2, MND +2 ~~~~~~ Swords ~~~~~~ ATK ACC Notes Short Sword 9 20 Broadsword 12 20 Iron Sword 16 20 Longsword 20 20 Tyrfing 29 20 Greatsword 34 20 Mythril Sword 42 20 Sleep Blade 38 20 INT +2; Sometimes causes Sleep Coral Sword 46 20 Element: Lightning. ~~~~~~~~~~~ Dark Swords ~~~~~~~~~~~ ATK ACC Notes Dark Sword 43 Element: Dark ~~~~~~ Spears ~~~~~~ ATK ACC Notes Spear 15 20 Element: Wind. Halberd 28 20 Element: Wind. Abel's Spear 30 20 Element: Wind. Trident 32 20 Element: Lightning/Wind. Javelin 37 20 Element: Wind. Ignores rows Mythril Spear 41 20 Element: Wind. Partisan 45 20 Element: Wind. Ignores rows ~~~~ Axes ~~~~ ATK ACC Notes Battleaxe 22 10 Strong vs. plants. Slasher 31 10 Strong vs. plants. Francisca 37 10 Element: Wind. Ignores rows. Strong vs. plants. Mythril Axe 45 5 Strong vs. plants. ~~~~~ Claws ~~~~~ ATK ACC Notes Metal Claw 14 20 Baghknakhs 18 20 Poison Knuckles 26 20 Sometimes causes Poison. Cat Claws 35 20 SPD +1 Mythril Claws 39 20 Hell Claws 44 20 Element: Dark. Sometimes causes Toxify. Ice Knuckles 49 20 Element: Ice. ~~~~~~ Staves ~~~~~~ ATK ACC Notes Staff 5 10 MND +1 Oak Staff 8 10 MND +2 Healing Staff 15 20 MND +3; Casts Cure when used. Mage's Staff 19 15 MND +4 Mythril Staff 23 15 MND +5 Cleric's Staff 27 15 MND +6; Element: Holy. ~~~~ Rods ~~~~ ATK ACC Notes Rod 5 INT +1 Metal Rod 7 INT +2 Flame Rod 16 INT +4; El: Fire. Casts Fire when used. Ice Rod 16 INT +4; El: Ice. Casts Blizzard when used. Thunder Rod 16 INT +4; El: Lightning. Casts Thunder when used. Mythril Rod 20 INT +5 Prism Rod 23 INT +6 ~~~~ Bows ~~~~ ATK ACC Notes Iron Bow 13 10 Element: Wind. Ignores rows. Crossbow 16 10 Element: Wind. Ignores rows. Silver Bow 23 10 Element: Wind. Ignores rows. Strong vs. demons. Great Bow 30 5 Element: Wind. Ignores rows. Flame Bow 30 5 Element: Fire/Wind. Ignores rows. Ice Bow 30 5 Element: Ice/Wind. Ignores rows. Lightning Bow 35 15 Element: Lightning/Wind. Ignores rows. ~~~~~ Harps ~~~~~ ATK ACC Notes Silver Harp 30 15 Ignores rows. Dream Harp 33 10 Ignores rows. Sometimes causes Sleep. ~~~~~ Whips ~~~~~ ATK ACC Notes Whip 12 5 Ignores rows. Sometimes causes Paralyze. Chain Whip 15 5 Ignores rows. Sometimes causes Paralyze. Tamer's Whip 27 5 Ignores rows. Sometimes causes Paralyze; Strong vs. beasts Sleipnir 36 10 SPD +1. Ignores rows. Sometimes causes Paralyze. ~~~~~~~~~~ Boomerangs ~~~~~~~~~~ ATK ACC Notes Pinwheel 40 20 Element: Wind. Ignores rows. =============================================================================== Armor [ffd_arm] =============================================================================== ~~~~~~~ Shields ~~~~~~~ DEF EVA RES MEV Notes Leather Shield 1 10 Bronze Shield 2 12 Iron Shield 3 15 Steel Shield 4 17 Large Shield 5 20 Mythril Shield 6 22 Tower Shield 7 25 ~~~~ Hats ~~~~ DEF EVA RES MEV Notes Leather Hat 1 1 Feathered Cap 2 2 Headband 3 STR +1; Prevents Confusion Bandana 4 SPD +1 Headgear 5 3 VIT +2 Green Beret 6 4 SPD +1; VIT +1 ~~~~ Caps ~~~~ DEF EVA RES MEV Notes Cotton Cap 1 2 1 Pointy Hat 2 3 1 INT +1, MND +1 Wizard's Hat 3 4 1 INT +1, MND +1 Circlet 3 5 2 INT +2 Magician's Hat 4 6 2 INT +1, MND +1 Gaia Hat 5 7 3 INT +3 ~~~~~ Helms ~~~~~ DEF EVA RES MEV Notes Leather Helm 2 Bronze Helm 3 1 Iron Helm 4 2 Steel Helm 5 2 Sallet 6 2 STR +1 Mythril Helm 8 3 Barbut 9 3 ~~~~~~~~ Leathers ~~~~~~~~ DEF EVA RES MEV Notes Leather Shirt 3 2 Bronze Hauberk 5 3 Kenpogi 7 5 2 STR +1 Chainmail 9 5 3 Silver Hauberk 10 5 3 Mythril Vest 12 6 4 Justaucorps 13 7 4 ~~~~~ Robes ~~~~~ DEF EVA RES MEV Notes Cotton Robe 2 3 2 Silk Robe 4 4 3 Bard's Tunic 6 5 5 Silver-spun Robe 8 7 8 Magician's Robe 9 8 9 INT +2, MND +2 Gaia Gear 10 9 10 INT +3 ~~~~~ Armor ~~~~~ DEF RES MEV Notes Bronze Armor 6 2 Iron Armor 8 2 Steel Armor 11 2 Linen Cuirass 13 3 Mythril Armor 15 3 Brigandine 16 3 ~~~~~~~~~~~ Accessories ~~~~~~~~~~~ DEF EVA RES MEV Notes Star Pendant Prevents Poison/Toxify. White Cape Prevents Mini/Frog. Drowsy Ring Prevents Sleep. Silver Spectacle Prevents Blind. Protect Bangle Auto-protect. Leather Shoes 2 2 SPD +1 Iron Bangle 1 1 2 1 Silver Bangle 2 2 2 Battle Boots 2 STR +2; SPD +2; VIT +2 Iron Armlet 2 1 1 Bronze Armlet 3 2 2 Mythril Armlet 4 2 =============================================================================== Shops [ffd_sho] =============================================================================== +-----+ | Lux | +-----+ Inn: 10 gil Sundries: 30 gil - Potion 60 gil - Maiden's Kiss 40 gil - Antidote 30 gil - Eye Drops 200 gil - Phoenix Down 200 gil - Tent Weapons: 80 gil - Knife 130 gil - Short Sword 250 gil - Broadsword 100 gil - Staff 80 gil - Rod Armor: 100 gil - Leather Shield 80 gil - Leather Helm 50 gil - Leather Hat 60 gil - Cotton Cap 120 gil - Leather Armor 80 gil - Leather Shirt 100 gil - Cotton Robe +---------------------+ | Mog (Northern Cave) | +---------------------+ Sundries: 30 gil - Potion 60 gil - Maiden's Kiss 40 gil - Antidote 30 gil - Eye Drops 200 gil - Phoenix Down 200 gil - Tent Weapons: 80 gil - Knife 130 gil - Short Sword 250 gil - Broadsword 100 gil - Staff 80 gil - Rod Armor: 100 gil - Leather Shield 80 gil - Leather Helm 50 gil - Leather Hat 60 gil - Cotton Cap 120 gil - Leather Armor 80 gil - Leather Shirt 100 gil - Cotton Robe +-------+ | Liene | +-------+ Inn: Free Sundries: 30 gil - Potion 60 gil - Maiden's Kiss 40 gil - Antidote 30 gil - Eye Drops 400 gil - Golden Needle 200 gil - Phoenix Down 200 gil - Tent Weapons: 280 gil - Dagger 250 gil - Broadsword 450 gil - Iron Sword 100 gil - Staff 80 gil - Rod 480 gil - Spear 380 gil - Metal Claw 350 gil - Iron Bow 330 gil - Whip Armor: 240 gil - Bronze Shield 300 gil - Bronze Helm 200 gil - Feathered Cap 250 gil - Pointy Hat 400 gil - Bronze Armor 350 gil - Bronze Hauberk 370 gil - Silk Robe 60 gil - Leather Shoes White Magic: 300 gil - Level 2 (Slow, Silence, Mini) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) +------------------------+ | Soldier (Castle Liene) | +------------------------+ Sundries: 30 gil - Potion 1500 gil - Ether 60 gil - Maiden's Kiss 40 gil - Antidote 30 gil - Eye Drops 50 gil - Echo Grass 100 gil - Sacred Candle 400 gil - Golden Needle 200 gil - Phoenix Down 200 gil - Tent Weapons: 280 gil - Dagger 250 gil - Broadsword 450 gil - Iron Sword 100 gil - Staff 330 gil - Oak Staff 80 gil - Rod 350 gil - Metal Rod 480 gil - Spear 380 gil - Metal Claw 350 gil - Iron Bow 330 gil - Whip Armor: 240 gil - Bronze Shield 300 gil - Bronze Helm 200 gil - Feathered Cap 250 gil - Pointy Hat 400 gil - Bronze Armor 350 gil - Bronze Hauberk 370 gil - Silk Robe 60 gil - Leather Shoes White Magic: 300 gil - Level 2 (Slow, Silence, Mini) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) +---------------+ | Mog (Airship) | +---------------+ Sundries: 30 gil - Potion 1500 gil - Ether 60 gil - Maiden's Kiss 40 gil - Antidote 30 gil - Eye Drops 50 gil - Echo Grass 400 gil - Golden Needle 200 gil - Phoenix Down 200 gil - Tent Weapons: 280 gil - Dagger 250 gil - Broadsword 450 gil - Iron Sword 100 gil - Staff 330 gil - Oak Staff 80 gil - Rod 350 gil - Metal Rod 480 gil - Spear 380 gil - Metal Claw 350 gil - Iron Bow 330 gil - Whip Armor: 240 gil - Bronze Shield 300 gil - Bronze Helm 200 gil - Feathered Cap 250 gil - Pointy Hat 400 gil - Bronze Armor 350 gil - Bronze Hauberk 370 gil - Silk Robe 60 gil - Leather Shoes White Magic: 300 gil - Level 2 (Slow, Silence, Mini) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) +--------+ | Braska | +--------+ Inn: 150 gil Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 550 gil - Main Gauche 890 gil - Longsword 480 gil - Spear 520 gil - Battleaxe 780 gil - Baghnakhs 330 gil - Oak Staff 350 gil - Metal Rod 750 gil - Crossbow 700 gil - Chain Whip Armor: 580 gil - Iron Shield 490 gil - Headband 500 gil - Wizard's Hat 480 gil - Iron Helm 600 gil - Kenpogi 680 gil - Bard's Tunic 750 gil - Iron Armor 400 gil - Iron Armlet 350 gil - Iron Bangle 60 gil - Leather Shoes +-------+ | Deist | +-------+ Inn: 200 gil Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 1500 gil - Orichalcum 1800 gil - Tyrfing 480 gil - Spear 1700 gil - Poison Knuckles 1650 gil - Healing Staff 1600 gil - Flame Rod 1600 gil - Ice Rod 1600 gil - Thunder Rod Armor: 1000 gil - Steel Shield 650 gil - Bandana 700 gil - Circlet 1650 gil - Chainmail 1700 gil - Silver-spun Robe 1800 gil - Steel Armor 400 gil - Iron Armlet 350 gil - Iron Bangle 60 gil - Leather Shoes White Magic: 300 gil - Level 2 (Slow, Silence, Mini) 700 gil - Level 3 (Cura, Protect, Raise) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) 700 gil - Level 3 (Fira, Blizzara, Thundara) +--------------------+ | Mog (Dragon Roost) | +--------------------+ Inn: 50 gil Sundries: 30 gil - Potion 1500 gil - Ether 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 1800 gil - Halberd 2000 gil - Slasher 1700 gil - Silver Bow 1900 gil - Tamer's Whip Armor: 1000 gil - Steel Shield 650 gil - Bandana 700 gil - Circlet 750 gil - Steel Helm 1650 gil - Chainmail 1700 gil - Silver-spun Robe 1800 gil - Steel Armor 800 gil - Bronze Armlet 700 gil - Silver Bangle 60 gil - Leather Shoes +-----------------+ | Mog (Mt. Verde) | +-----------------+ Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 550 gil - Main Gauche 890 gil - Longsword 480 gil - Spear 520 gil - Battleaxe 780 gil - Baghknakhs 330 gil - Oak Staff 350 gil - Metal Rod 750 gil - Crossbow 700 gil - Chain Whip Armor: 580 gil - Iron Shield 490 gil - Headband 500 gil - Wizard's Hat 480 gil - Iron Helm 600 gil - Kenpogi 680 gil - Bard's Tunic 750 gil - Iron Armor +-------+ | Verde | +-------+ Inn: 50 gil Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 550 gil - Main Gauche 890 gil - Longsword 480 gil - Spear 520 gil - Battleaxe 780 gil - Baghknakhs 330 gil - Oak Staff 350 gil - Metal Rod 750 gil - Crossbow 700 gil - Chain Whip Armor: 580 gil - Iron Shield 490 gil - Headband 500 gil - Wizard's Hat 480 gil - Iron Helm 600 gil - Kenpogi 680 gil - Bard's Tunic 750 gil - Iron Armor 400 gil - Iron Armlet 350 gil - Iron Bangle 60 gil - Leather Shoes White Magic: 300 gil - Level 2 (Slow, Silence, Mini) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) +---------+ | Alfheim | +---------+ Inn: 200 gil Sundries: 30 gil - Potion 1500 gil - Ether 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 1500 gil - Orichalcum 1800 gil - Tyrfing 1800 gil - Halberd 2000 gil - Slasher 1700 gil - Poison Knuckles 1650 gil - Healing Staff 1600 gil - Flame Rod 1600 gil - Ice Rod 1600 gil - Thunder Rod 1700 gil - Silver Bow 1900 gil - Tamer's Whip Armor: 1000 gil - Steel Shield 650 gil - Bandana 700 gil - Circlet 750 gil - Steel Helm 1650 gil - Chainmail 1700 gil - Silver-spun Robe 1800 gil - Steel Armor 800 gil - Bronze Armlet 700 gil - Silver Bangle 60 gil - Leather Shoes White Magic: 300 gil - Level 2 (Slow, Silence, Mini) 700 gil - Level 3 (Cura, Protect, Raise) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) 700 gil - Level 3 (Fira, Blizzara, Thundara) +------+ | Capo | +------+ Inn: 150 gil Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 2200 gil - Man-Eater 2900 gil - Greatsword 2800 gil - Trident 2000 gil - Slasher 2500 gil - Cat Claws 2700 gil - Mage's Staff 1600 gil - Flame Rod 1600 gil - Ice Rod 1600 gil - Thunder Rod 2600 gil - Great Bow 1900 gil - Tamer's Whip Armor: 1350 gil - Large Shield 1000 gil - Headgear 1250 gil - Magician's Hat 1200 gil - Sallet 2400 gil - Silver Hauberk 2600 gil - Magician's Robe 2700 gil - Linen Cuirass 800 gil - Bronze Armlet 700 gil - Silver Bangle White Magic: 300 gil - Level 2 (Slow, Silence, Mini) 700 gil - Level 3 (Cura, Protect, Raise) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) 700 gil - Level 3 (Fira, Blizzara, Thundara) +----------------+ | Pirate Hideout | +----------------+ Inn: 300 gil Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle +---------+ | Rusalka | +---------+ Inn: 220 gil Sundries: 30 gil - Potion 150 gil - Hi-Potion 1500 gil - Ether 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 3700 gil - Mythril Knife 5200 gil - Mythril Sword 4900 gil - Mythril Spear 4300 gil - Mythril Claws 4500 gil - Mythril Staff 4000 gil - Mythril Rod 3800 gil - Silver Harp 5700 gil - Sleipnir Armor: 2500 gil - Mythril Shield 1500 gil - Green Beret 1600 gil - Gaia Hat 1700 gil - Mythril Helm 3500 gil - Mythril Vest 3600 gil - Gaia Gear 3800 gil - Mythril Armor 2000 gil - Mythril Armlet 1800 gil - Mythril Bangle White Magic: 700 gil - Level 3 (Cura, Protect, Raise) 1500 gil - Level 4 (Basuna, Confuse, Teleport) Black Magic: 700 gil - Level 3 (Fira, Blizzara, Thundara) 1500 gil - Level 4 (Drain, Break, Bio) +--------+ | Kurgis | +--------+ Inn: 200 gil Sundries: 30 gil - Potion 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 2200 gil - Man-Eater 2900 gil - Greatsword 2800 gil - Trident 2000 gil - Slasher 2500 gil - Cat Claws 2700 gil - Mage's Staff 1600 gil - Flame Rod 1600 gil - Ice Rod 1600 gil - Thunder Rod 2600 gil - Great Bow 1900 gil - Tamer's Whip Armor: 1350 gil - Large Shield 1000 gil - Headgear 1250 gil - Magician's Hat 1200 gil - Sallet 2400 gil - Silver Hauberk 2600 gil - Magician's Robe 2700 gil - Linen Cuirass 800 gil - Bronze Armlet 700 gil - Silver Bangle White Magic: 300 gil - Level 2 (Slow, Silence, Mini) 700 gil - Level 3 (Cura, Protect, Raise) Black Magic: 300 gil - Level 2 (Poison, Sleep, Toad) 700 gil - Level 3 (Fira, Blizzara, Thundara) +------+ | Aule | +------+ Inn: 280 gil Sundries: 30 gil - Potion 150 gil - Hi-Potion 1500 gil - Ether 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 3700 gil - Mythril Knife 5200 gil - Mythril Sword 5000 gil - Dark Sword 5500 gil - Mythril Axe 4300 gil - Mythril Claws 4500 gil - Mythril Staff 4000 gil - Mythril Rod 4400 gil - Flame Bow 4400 gil - Ice Bow 4400 gil - Lightning Bow 5700 gil - Sleipnir Ore Smith: 2 Iron Ore + 5 Mythril Ore - Dwarven Axe 3 Iron Ore + 3 Mythril Ore - Mythril Bow 5 Iron ore + 0 Mythril Ore - Horned Hat Armor: 2500 gil - Mythril Shield 2500 gil - Green Beret 1600 gil - Gaia Hat 1700 gil - Mythril Helmm 3500 gil - Mythril Vest 3600 gil - Gaia Gear 3800 gil - Mythril Armor 2000 gil - Mythril Armlet 1800 gil - Mythril Bangle White Magic: 700 gil - Level 3 (Cura, Protect, Raise) 1500 gil - Level 4 (Basuna, Confuse, Teleport) Black Magic: 700 gil - Level 3 (Fira, Blizzara, Thundara) 1500 gil - Level 4 (Drain, Break, Bio) +------------------------+ | Mog (Castle Falgabard) | +------------------------+ Sundries: 30 gil - Potion 150 gil - Hi-Potion 1500 gil - Ether 200 gil - Phoenix Down 400 gil - Golden Needle 60 gil - Maiden's Kiss 80 gil - Mallet 50 gil - Echo Grass 30 gil - Eye Drops 40 gil - Antidote 200 gil - Tent 100 gil - Sacred Candle Weapons: 3700 gil - Mythril Knife 5200 gil - Mythril Sword 5000 gil - Dark Sword 5500 gil - Mythril Axe 4300 gil - Mythril Claws 4500 gil - Mythril Staff 4000 gil - Mythril Rod 4400 gil - Flame Bow 4400 gil - Ice Bow 4400 gil - Lightning Bow 5700 gil - Sleipnir Armor: 2500 gil - Mythril Shield 2500 gil - Green Beret 1600 gil - Gaia Hat 1700 gil - Mythril Helmm 3500 gil - Mythril Vest 3600 gil - Gaia Gear 3800 gil - Mythril Armor 2000 gil - Mythril Armlet 1800 gil - Mythril Bangle White Magic: 700 gil - Level 3 (Cura, Protect, Raise) 1500 gil - Level 4 (Basuna, Confuse, Teleport) Black Magic: 700 gil - Level 3 (Fira, Blizzara, Thundara) 1500 gil - Level 4 (Drain, Break, Bio) =============================================================================== White Magic [ffd_whi] =============================================================================== +---------+ | Level 1 | +---------+ Cure (4MP) ----------- Restores HP to a single/all target(s). Libra (1) ------------ Reveals target's HP and weaknesses. Poisona (3MP) -------- Removes Poison and Toxify frmo a single target. +---------+ | Level 2 | +---------+ Slow (7MP) ----------- Slows the passing of time for a single target. Silence (5MP) -------- Inflicts silence on a single target, preventing spell casting. Mini (6MP) ----------- Makes target small, decreasing physical attack power, or restores state. +---------+ | Level 3 | +---------+ Cura (14MP) ---------- Restores HP to a single/all target(s). Protect (8MP) -------- Reduces physical damage received by a single/all target(s). Raise (22MP) --------- Revives a single target. +---------+ | Level 4 | +---------+ Basuna (10MP) -------- Removes Sleep, Confuse, Paralyze, Berserk, and Curse from a single target. Confuse (7MP) -------- Inflicts confuse to a single target, causing it to attack randomly. Teleport (15MP) ------ Teleports the party away from a battle or dungeon. =============================================================================== Black Magic [ffd_bla] =============================================================================== +---------+ | Level 1 | +---------+ Fire (5MP) ----------- Deals fire damage to a single/all target(s). Blizzard (5MP) ------- Deals ice damage to a single/all target(s). Thunder (5MP) -------- Deals lightning damage to a single/all target(s). +---------+ | Level 2 | +---------+ Poison (2MP) --------- Inflicts Poison on a single target, inflicting periodic damage. Sleep (7MP) ---------- Inflicts Sleep on a single target, preventing action. Damage wakens sleeping targets. Toad (8MP) ----------- Transforms target into a frog, decreasing its ATK and preventing it from casting spells other than Toad. +---------+ | Level 3 | +---------+ Fira (10MP) ---------- Deals fire damage to a single/all target(s). Blizzara (10MP) ------ Deals ice damage to a single/all target(s). Thundara (10MP) ------ Deals lightning damage to a single/all target(s). +---------+ | Level 4 | +---------+ Drain (15MP) --------- Absorbs HP from a single target. Break (18MP) --------- Inflicts Petrify on a single target, turning it to stone. Bio (20MP) ----------- Releases a virus that deals damage to a single/all target(s) and inflicts Sap. =============================================================================== Eidolons [ffd_eid] =============================================================================== +---------+ | Level 1 | +---------+ Sylph (12MP) --------- Deals magic damage to a single enemy and restores HP to all allies. Chocobo (12MP) ------- Deals magic damage to a single enemy. +---------+ | Level 2 | +---------+ Ramuh (29MP) --------- Deals lightning damage to all enemies. Titan (39MP) --------- Deals earth damage to all enemies. +---------+ | Level 3 | +---------+ Shiva (34MP) --------- Deals ice damage to all enemies. Ifrit (35MP) --------- Deals fire damage to all enemies. =============================================================================== Bestiary [ffd_bes] =============================================================================== This list is done to the best of my knowledge. I didn't fight every single enemy until it dropped something, and I've seen an enemy drop more than one unique item, so I'm sure there are possibilities out there I didn't encounter. Basically everything drops Potions of some sort, but I didn't mark this every time if I couldn't tell which monster dropped the item. I did steal from all the monsters, and once you've done so you get a message that the monster doesn't have anything so I believe there's only one stealable item per monster. Keep in mind that experience is shared amongst your party. So if a monster gives 500 experience and you have 5 characters, each will get 100. This is why it seems like monsters give you weird, uneven amounts of experience sometimes, when you have your extra 5th character, or if some people are dead, or a monster ran away. The division doesn't always work out well but you can back into it easily once you have two combinations of overlapping monsters. There also seem to be enemies with fractional experience points. Example: Megalodoth by himself gives 50 exp to a party of 4, or 200 base. With 2 Tokudaias, the group gives 90 exp to a party of 4, implying the Tokudaia gives 80 base each. Now, a Tokudaia and 2 Gargoyles give 99, or 396 base, implying that a Gargoyle give 158 exp each. But 2 Tokudaias and a single Gargoyle give 79 to a party of 4, which would be 316 base and imply that the Gargoyle gave 156, not 158. I tried to get as many combinations as possible to get as accurate data as was feasible, and there weren't a lot of situations where this happened. As is, some enemies I've listed as giving x.5 experience to indicate this, and I always gave assumption precedence to enemies which appeared without other types of monsters. Some enemies only appear with each other, or only in story battles, so it isn't possible to determine how much experience or gil you get from each. An example are the Ensign and Lieutenant enemies, which only appear in a story battle in the Dragonweed Gardens. In situations like this I estimated based on precedent. Typically bosses don't give gil, so in this case I attributed the gil to the underlings rather than the mini-boss, and I split the AP proportionally. At the end of the day it doesn't really matter either way though. For enemies that aren't susceptible to Libra, I killed them at least 3 times to get as close as possible and then went with what looks reasonable. For example, when I fought Ramuh and he died at 7400 HP, I fought him again and used weaker characters once I got to 7000 so that I could get as close as possible. When he didn't die at 7147 and did die at 7234, I'm comfortable calling that 7200. I haven't hacked the game to look at drop rates or anything like that. I've marked the commonly known rare drops like tails and fangs as rare, but this could be anybody's guess as to what the drop rates really are. The list is in alphabetical sort for simplicity. When I refer to monsters found on the overworld, I note it by the closest landmark, which is usually the town or city nearby. Type: Location: HP: Weakness: Gil: Exp: AP: Steal: Drop: Abysteel Type: Bat Location: Cave of Dread HP: 680 Weakness: Fire/Wind Gil: 95 Exp: 800 AP: 2 Steal: Echo Grass Drop: Ether Alacran Type: Scorpion Location: Castle Lux HP: 40 Weakness: None Gil: 7 Exp: 5 AP: 1 Steal: Drop: Amoeba Type: Amoeba Location: Pirate Cave HP: 480 Weakness: Lightning Gil: 69 Exp: 948 AP: 2 Steal: Hi-Potion Drop: Anemone Type: Manta Ray Location: Underwater Temple HP: 1,480 Weakness: Lightning Gil: 83 Exp: 1,330 AP: 5 Steal: Eye Drops Drop: Antidote Ankheg Type: Millepede Location: Castle Lux, Northern Cave HP: 85 Weakness: Ice Gil: 11 Exp: 28.5 AP: 1 Steal: Potion Drop: Potion Antares Type: Scorpion Location: Crystal Temple, Liene, Mt. Lux HP: 210 Weakness: Fire Gil: 36 Exp: 86 AP: 1 Steal: Antidote Drop: Aqua Rex Type: Dinosaur Location: Underwater Temple HP: 4,000 Weakness: None Gil: 280 Exp: 5,000 AP: 8 Steal: Potion Drop: Large Fang Archer Type: Avalonian Location: Mt. Gulg HP: 980 Weakness: None Gil: 190 Exp: 2,000 AP: 5 Steal: Headgear Drop: ***Asmodai (1st)*** Type: Avalonian General Location: Yggdrasil HP: 8,000 Weakness: Wind Gil: 0 Exp: 22,000 AP: 25 Steal: None Drop: Francisca Avenger Type: Goblin Location: Deist (Secret Cave) HP: 1500 Weakness: None (Libra lies) Gil: 666 Exp: 666 AP: 1 Steal: Potion Drop: Potion Balrog Type: Imp Location: Highwind Tower HP: 400 Weakness: None Gil: 77 Exp: 780 AP: 3 Steal: Potion Drop: Leather Shoes Bandersnatch Type: Lion Location: Aule HP: 1,100 Weakness: None Gil: 120 Exp: 990 AP: 2 Steal: Potion Drop: Bandit Type: Human Location: Castle Falgabard HP: 1,100 Weakness: None Gil: 38 Exp: 1,150 AP: 4 Steal: Bandana Drop: Basilisk Type: Lizard Location: Mt. Liene, Mt. Lux HP: 100 Weakness: None Gil: 38 Exp: 92 AP: 1 Steal: Potion Drop: Battlemage Type: Avalonian Location: Airship (Ch. 1) HP: 185 Weakness: None Gil: 39 Exp: 145 AP: 1 Steal: Rod Drop: Metal Rod ***Baugauven*** Type: Avalonian General Location: Mt. Gulg HP: 12,000 Weakness: Ice/Water Gil: 0 Exp: 0 AP: 0 Steal: None Drop: None Bigbear Type: Bear Location: Umberwood HP: 1,000 Weakness: None Gil: 55 Exp: 930 AP: 4 Steal: Potion Drop: Big Eye Type: Ahriman Location: Braska, Alfheim HP: 270 Weakness: Wind Gil: 62 Exp: 210 AP: 1 Steal: Eye Drops Drop: Big Horn Type: Bull Location: Mt. Rusalka HP: 840 Weakness: Fire Gil: 80 Exp: 1,000 AP: 4 Steal: Hi-Potion Drop: Bikke Type: Human Location: Pirate Cave HP: 8,000 Weakness: None Gil: 0 Exp: 16,000 AP: 10 Steal: Mythril Knife Drop: Birostris Type: Manta Ray Location: Pirate Cave HP: 720 Weakness: None Gil: 90 Exp: 970 AP: 2 Steal: Hi-Potion Drop: Black Widow Type: Spider Location: Yggdrasil HP: 350 Weakness: Lightning Gil: 75 Exp: 320 AP: 2 Steal: Phoenix Down Drop: Potion Bee Type: Wasp Location: Rusalka Sewers HP: 2 Weakness: None Gil: 0 Exp: 50 AP: 0 Steal: None Drop: Blood Bat Type: Bat Location: Crystal Temple HP: 70 Weakness: Fire/Wind Gil: 15 Exp: 23.5 AP: 1 Steal: None Drop: Potion Bloodfang Type: Wolf Location: Forest of the Fey HP: 790 Weakness: Fire Gil: 100 Exp: 950 AP: 2 Steal: Hi-Potion Drop: Potion, Antidote Blood Sucker Type: Kraken Location: Sunken Ship HP: 450 Weakness: Lightning Gil: 100 Exp: 600 AP: 5 Steal: Potion Drop: Bomb Type: Bomb Location: Crystal Temple, Mt. Liene, Mt. Lux HP: 95 Weakness: Wind Gil: 35 Exp: 84 AP: 1 Steal: Potion Drop: Potion Bone Dragon Type: Dragon Location: Highwind Tower HP: 1,111 Weakness: Fire/Light Gil: 90 Exp: 1,450 AP: 6 Steal: Potion Drop: Antidote Bugbear Type: Bear Location: Liene, Mt. Lux, Verde HP: 300 Weakness: None Gil: 26 Exp: 200 AP: 2 Steal: Potion Drop: Butch Type: Chimera Location: Castle Liene HP: 1800 Weakness: None Gil: 0 Exp: 1550 AP: 2 Steal: Ether Drop: None Cait Sith Type: Panther Location: Cave to Deist, Deist, Dragon Valley, Alfheim, Cave to Yggdrasil HP: 280 Weakness: Fire Gil: 77 Exp: 292 AP: 2 Steal: Potion Drop: Captain Type: Avalonian Location: Airship (Ch. 1) HP: 2100 Weakness: None Gil: 0 Exp: 1496.5 AP: 5 Steal: Iron Armor Drop: Carbuncle Type: Ore Location: Northern Cave HP: 38 Weakness: None Gil: 13 Exp: 26.5 AP: 1 Steal: Potion Drop: Potion Cavalier Type: Avalonian Location: Airship (Ch. 1) HP: 270 Weakness: None Gil: 41 Exp: 172.5 AP: 1 Steal: Hi-Potion Drop: Cave Bat Type: Bat Location: Capo HP: 350 Weakness: Wind Gil: 65 Exp: 450 AP: 2 Steal: Echo Grass Drop: Cave Lizard Type: Lizard Location: Cave to Yggdrasil HP: 340 Weakness: None Gil: 60 Exp: 300 AP: 2 Steal: Eye Drops Drop: Cave Turtle Type: Oreotoise Location: Cave to Deist HP: 300 Weakness: Ice Gil: 70 Exp: 500 AP: 3 Steal: Potion Drop: Chimera Type: Chimera Location: Cave to Deist (Empty Room) HP: 1,500 Weakness: None Gil: 400 Exp: 1,300 AP: 8 Steal: Ether Drop: Small Fang (rare) Cocatrice Type: Cocatrice Location: Mt. Liene, Mt. Lux HP: 95 Weakness: Wind Gil: 32 Exp: 72 AP: 1 Steal: Potion Drop: Commander Type: Avalonian Location: Falgabard Passage HP: 6,200 Weakness: None Gil: 0 Exp: 20,000 AP: 20 Steal: Mythril Armor Drop: Conus Type: Slug Location: Underwater Temple HP: 1,300 Weakness: Lightning Gil: 146 Exp: 2,000 AP: 6 Steal: Antidote Drop: Crazy Horse Type: Horse Location: Verde HP: 100 Weakness: None Gil: 28 Exp: 76 AP: 1 Steal: Potion Drop: Cruller Type: Cruller Location: Cave of Dread HP: 800 Weakness: Dark Gil: 128 Exp: 980 AP: 4 Steal: Hi-Potion Drop: Mythril Vest Cursed Bronze Type: Medal Location: Crystal Temple HP: 75 Weakness: Lightning Gil: 25 Exp: 25 AP: 1 Steal: Potion Drop: Cursed Silver Type: Medal Location: Glacial Cave HP: 640 Weakness: Lightning Gil: 225 Exp: 1,000 AP: 4 Steal: Phoenix Down Drop: Silver Hauberk Dark Mage Type: Human Location: Cave of Convulsion HP: 560 Weakness: None Gil: 86 Exp: 470 AP: 3 Steal: Ice Rod Drop: Eye Drops Death Crawler Type: Crawler Location: Cave of Dread HP: 1,250 Weakness: Dark Gil: 132 Exp: 1,600 AP: 6 Steal: Hi-Potion Drop: Death Flower Type: Plant Location: Near Crystal Temple HP: 75 Weakness: Fire Gil: 16 Exp: 30 AP: 1 Steal: Potion Drop: Death Stalker Type: Scorpion Location: Falgabard Passage HP: 880 Weakness: None Gil: 132 Exp: 1,000 AP: 2 Steal: Antidote Drop: Deist Eagle Type: Cocatrice Location: Deist, Dragon Valley HP: 150 Weakness: Wind Gil: 64 Exp: 290 AP: 1 Steal: Potion Drop: Demiwolf Type: Lycanthrope Location: Capo HP: 600 Weakness: Fire Gil: 95 Exp: 700 AP: 3 Steal: Potion Drop: Desert Hare Type: Hare Location: Liene, Mt. Lux HP: 80 Weakness: None Gil: 31 Exp: 63 AP: 1 Steal: Potion Drop: Potion Devil Fish Type: Manta Ray Location: Underwater Temple HP: 888 Weakness: Lightning Gil: 188 Exp: 1,700 AP: 5 Steal: Hi-Potion Drop: Devourer Type: Kraken Location: Pirate Cave HP: 1,120 Weakness: Lightning Gil: 162 Exp: 1,250 AP: 4 Steal: Tent Drop: Diorite Type: Ore Location: Mt. Rusalka HP: 640 Weakness: None Gil: 96 Exp: 900 AP: 2 Steal: Golden Needle Drop: Golden Needle Drake Type: Wyvern Location: Cave to Deist, Dragon Valley HP: Unlimited Weakness: None Gil: 0 Exp: 0 AP: 0 Steal: Hi-Potion Drop: None Dundoth Type: Human Location: Castle Falgabard HP: 7,200 Weakness: None Gil: 0 Exp: 16,000 AP: 10 Steal: Mythril Knife Drop: Dynamine Type: Ore Location: Cave of Fulmination HP: 380 Weakness: None Gil: 60 Exp: 280 AP: 2 Steal: Potion Drop: Elemental Type: Element Location: Dragon Valley HP: 222 Weakness: None Gil: 75 Exp: 440 AP: 2 Steal: Potion Drop: Elm Gigas Type: Ogre Location: Mt. Rusalka HP: 1,990 Weakness: None Gil: 128 Exp: 2,200 AP: 6 Steal: Hi-Potion Drop: Elf Toad Type: Toad Location: Cave of Convulsion HP: 480 Weakness: Ice Gil: 77 Exp: 310 AP: 2 Steal: Hi-Potion Drop: Ensign Type: Avalonian Location: Dragonweed Gardens HP: 680 Weakness: None Gil: 100 Exp: 2000 AP: 3 Steal: Tyrfing Drop: Ent Type: Treant Location: Umberwood HP: 1,000 Weakness: Fire Gil: 85 Exp: 960 AP: 2 Steal: Potion Drop: Evil Bat Type: Bat Location: Cave of Fulmination, Cave of Convulsion HP: 300 Weakness: Fire/Wind Gil: 57 Exp: 185 AP: 2 Steal: Antidote Drop: Potion Evil Eye Type: Ahriman Location: Aule HP: 550 Weakness: Light/Wind Gil: 70 Exp: 800 AP: 3 Steal: Phoenix Down Drop: Fangpuller Type: Location: Skeleton HP: 630 Weakness: Fire/Light Gil: 55 Exp: 450 AP: 2 Steal: Hi-Potion Drop: Mythril Spear Fire Elemental Type: Element Location: Mt. Gulg HP: 450 Weakness: Ice/Water Gil: 111 Exp: 1,110 AP: 4 Steal: Potion Drop: Fire Gigas Type: Gigas Location: Cave of Perfervidity HP: 3,150 Weakness: Ice/Water Gil: 195 Exp: 2,900 AP: 10 Steal: Hi-Potion Drop: Flamebeast Type: Cave of Fulmination Location: 600 HP: None Weakness: 90 Gil: 460 Exp: 2 AP: Echo Grass Steal: Hi-Potion Drop: Flamehound Type: Beast Location: Mt. Liene HP: 235 Weakness: Ice Gil: 35 Exp: 112 AP: 1 Steal: Hi-Potion Drop: Flamequine Type: Horse Location: Cave of Perfervidity HP: 1,250 Weakness: None Gil: 105 Exp: 1,110 AP: 2 Steal: Potion Drop: Hi-Potion Floating Eye Type: Ahriman Location: Mt. Liene, Mt. Lux HP: 105 Weakness: Wind Gil: 24 Exp: 52 AP: 1 Steal: Eye Drops Drop: Freezeflower Type: Plant Location: Glacial Cave HP: 1,120 Weakness: Fire Gil: 135 Exp: 1,150 AP: 4 Steal: Eye Drops Drop: Gargoyle Type: Demon Location: Castle Liene, Mt. Verde HP: 270 Weakness: Light Gil: 55 Exp: 156.5 AP: 2 Steal: Hi-Potion Drop: Gatlinghog Type: Echidna Location: Capo HP: 345 Weakness: Fire Gil: 95 Exp: 650 AP: 2 Steal: Golden Needle Drop: Ghoul Type: Zombie Location: Umberwood HP: 700 Weakness: Fire/Light Gil: 78 Exp: 666 AP: 3 Steal: Silver Bangle Drop: Gigantoad Type: Toad Location: Northern Cave HP: 65 Weakness: Ice Gil: 14 Exp: 23.5 AP: 1 Steal: Maiden's Kiss Drop: Gilbird Type: Cocatrice Location: Forest of the Fey HP: 1,500 Weakness: None Gil: 1,000 Exp: 50 AP: 5 Steal: Golden Needle Drop: Glyphed Soul Type: Spirit Location: Umberwood HP: 480 Weakness: None Gil: 69 Exp: 950 AP: 2 Steal: Potion Drop: Goblin Type: Goblin Location: Lux, Northern Cave HP: 21 Weakness: None Gil: 3 Exp: 10 AP: 1 Steal: Potion Drop: Leather Hat Goetia Type: Rate Location: Falgabard Passage HP: 750 Weakness: Fire Gil: 100 Exp: 950 AP: 2 Steal: Potion Drop: Antidote Grass Tortoise Type: Oreotoise Location: Liene HP: 280 Weakness: Ice Gil: 30 Exp: 77.5 AP: 1 Steal: Potion Drop: Green Keeper Type: Ogre Location: Cave to Yggdrasil, Yggdrasil HP: 2,800 Weakness: Fire Gil: 350 Exp: 5,000 AP: 10 Steal: Ether Drop: Gremlin Type: Imp Location: Mt. Falgabard HP: 990 Weakness: None Gil: 96 Exp: 950 AP: 2 Steal: Hi-Potion Drop: Grenade Type: Bomb Location: Cave of Perfervidity HP: 800 Weakness: Wind Gil: 100 Exp: 900 AP: 2 Steal: Phoenix Down Drop: Grizzly Bear Type: Bear Location: Yggdrasil HP: 780 Weakness: None Gil: 100 Exp: 880 AP: 4 Steal: Potion Drop: Happy Bunny Type: Hare Location: Mazewood HP: 240 Weakness: None Gil: 100 Exp: 228 AP: 4 Steal: Phoenix Down Drop: ***Hecatoncheir*** Type: Demon Location: Cave of Dread HP: 6,000 (twice) Weakness: None Gil: 0 Exp: 23,000 AP: 15 Steal: None Drop: Hellcat Type: Panther Location: Cave of Perfervidity HP: 1,000 Weakness: Fire Gil: 165 Exp: 1,350 AP: 3 Steal: Potion Drop: Hell Liger Type: Lion Location: Mt. Gulg HP: 1,250 Weakness: None Gil: 133 Exp: 1,500 AP: 5 Steal: Potion Drop: Hell Minion Type: Ogre Location: Castle Liene HP: 1600 Weakness: None Gil: 0 Exp: 1450 AP: 3 Steal: Hi-Potion Drop: None Hobgoblin Type: Goblin Location: Crystal Temple, Mt. Liene, Mt. Lux HP: 80 Weakness: None Gil: 30 Exp: 64 AP: 1 Steal: Leather Shoes Drop: Potion Horned Devil Type: Demon Location: Castle Falgabard HP: 1,480 Weakness: Light Gil: 188 Exp: 1,700 AP: 5 Steal: Golden Needle Drop: Ether Hornet Type: Wasp Location: Lux HP: 20 Weakness: Wind Gil: 2 Exp: 7.5 AP: 1 Steal: Antidote Drop: Icaronycteris Type: Bat Location: Cave of Perfervidity HP: 720 Weakness: Wind Gil: 95 Exp: 800 AP: 2 Steal: Echo Grass Drop: Hi-Potion Ice Beast Type: Beast Location: Glacial Cave HP: 1,250 Weakness: Fire Gil: 133 Exp: 1,500 AP: 3 Steal: Echo Grass Drop: Tent Ice Flan Type: Flan Location: Glacial Cave HP: 360 Weakness: Fire Gil: 92 Exp: 1,110 AP: 4 Steal: Drop: Ice Golem Type: Golem Location: Glacial Cave HP: 1,900 Weakness: Fire Gil: 180 Exp: 2,600 AP: 8 Steal: Sacred Candle Drop: Ice Lizard Type: Lizard Location: Glacial Cave HP: 860 Weakness: Fire Gil: 109 Exp: 1,100 AP: 3 Steal: Hi-Potion Drop: ***Ifrit*** Type: Eidolon Location: Cave of Perfervidity HP: 16,000 Weakness: Ice/Water Gil: 0 Exp: 32,000 AP: 20 Steal: Ether Drop: None Imp Type: Imp Location: Crystal Temple HP: 85 Weakness: None Gil: 17 Exp: 35 AP: 1 Steal: Potion Drop: Sacred Candle Killer Bee Type: Wasp Location: Near Crystal Temple HP: 55 Weakness: Wind Gil: 13 Exp: 21.5 AP: 1 Steal: Antidote Drop: Antidote Killer Fish Type: Pirahna Location: Pirate Cave HP: 590 Weakness: Lightning Gil: 77 Exp: 860 AP: 2 Steal: Eye Drops Drop: Killer Mantis Type: Mantis Location: Crystal Temple, Liene, Mt. Lux HP: 140 Weakness: None Gil: 40 Exp: 116 AP: 1 Steal: Antidote Drop: Killer Tiger Type: Tiger Location: Forest of the Fey HP: 1,100 Weakness: None Gil: 146 Exp: 1,150 AP: 3 Steal: Poison Knuckles Drop: Killer Wolf Type: Lycanthrope Location: Forest of the Fey HP: 940 Weakness: None Gil: 132 Exp: 1,000 AP: 2 Steal: Hi-Potion Drop: Lamia Type: Naga Location: Mt. Liene HP: 210 Weakness: Fire Gil: 40 Exp: 99 AP: 1 Steal: Hi-Potion Drop: Maiden's Kiss Lancer Type: Avalonian Location: Falgabard Passage HP: 1,360 Weakness: None Gil: 190 Exp: 2,000 AP: 5 Steal: Headgear Drop: Sacred Candle Leaf Bunny Type: Hare Location: Lux HP: 29 Weakness: None Gil: 4 Exp: 7.5 AP: 1 Steal: Potion Drop: Potion Legeater Type: Bramble Location: Mt. Verde HP: 210 Weakness: Fire Gil: 38 Exp: 84 AP: 1 Steal: Potion Drop: Lemur Type: Naga Location: Cave of Perfervidity HP: 1,800 Weakness: Fire Gil: 170 Exp: 1,420 AP: 3 Steal: Echo Grass Drop: Leprechaun Type: Goblin Location: Cave of Dread HP: 720 Weakness: None Gil: 89 Exp: 950 AP: 2 Steal: Mythril Bangle Drop: Lesser Demon Type: Demon Location: Highwind Tower HP: 440 Weakness: Light Gil: 80 Exp: 850 AP: 3 Steal: Golden Needle Drop: Potion Lesser Lopros Type: Wyvern Location: Crystal Temple, Mt. Liene HP: 330 Weakness: Wind Gil: 54 Exp: 180 AP: 2 Steal: Hi-Potion Drop: Lieutenant Type: Avalonian Location: Dragonweed Gardens HP: 2000 Weakness: None Gil: 0 Exp: 6500 AP: 7 Steal: Steel Armor Drop: Lilith Type: Naga Location: Highwind Tower HP: 570 Weakness: Fire Gil: 85 Exp: 790 AP: 3 Steal: Echo Grass Drop: Remedy Lizard Type: Lizard Location: Crystal Temple HP: 80 Weakness: Ice Gil: 14 Exp: 30 AP: 1 Steal: Potion Drop: Lukhavi Type: Mammoth Location: Glacial Cave HP: 1,350 Weakness: None Gil: 165 Exp: 1,700 AP: 3 Steal: Hi-Potion Drop: Magmantis Type: Mantis Location: Mt. Gulg HP: 990 Weakness: Ice/Water Gil: 135 Exp: 1,620 AP: 4 Steal: Potion Drop: Magma Turtle Type: Oreotoise Location: Cave of Perfervidity HP: 2,600 Weakness: Ice/Water Gil: 150 Exp: 1,600 AP: 3 Steal: Potion Drop: Magus Type: Wizard Location: Cave to Yggdrasil HP: 320 Weakness: None Gil: 52 Exp: 192 AP: 1 Steal: Potion Drop: ***Manatoise*** Type: Oreotoise Location: Northern Cave HP: 800 Weakness: Ice Gil: 0 Exp: 900 AP: 0 Steal: n/a Drop: None Mandrake Type: Mandragora Location: Mt. Rusalka HP: 750 Weakness: Fire Gil: 78 Exp: 920 AP: 2 Steal: Eye Drops Drop: Potion Mangy Hound Type: Wolf Location: Castle Liene HP: 95 Weakness: None Gil: 24 Exp: 71.5 AP: 1 Steal: Potion Drop: Potion Mantrap Type: Plant Location: Mazewood HP: 380 Weakness: Fire Gil: 92 Exp: 190 AP: 2 Steal: Potion Drop: Martial Artist Type: Avalonian Location: Mt. Gulg HP: 1,900 Weakness: None Gil: 190 Exp: 2,000 AP: 5 Steal: Headgear Drop: Megalodoth Type: Mammoth Location: Mt. Verde, Alfheim HP: 420 Weakness: None Gil: 64 Exp: 200 AP: 3 Steal: Potion Drop: Mindflayer Type: Illithid Location: Cave of Fulmination HP: 450 Weakness: None Gil: 85 Exp: 348 AP: 2 Steal: Potion Drop: Mouse Type: Rat Location: Rusalka Sewers HP: 5 Weakness: None Gil: 0 Exp: 50 AP: 0 Steal: None Drop: Mud Golem Type: Golem Location: Crystal Temple, Mt. Liene HP: 210 Weakness: Fire Gil: 48 Exp: 140 AP: 2 Steal: Tent Drop: Tent Nereid Type: Nereid Location: Underwater Temple HP: 3,750 Weakness: None Gil: 0 Exp: 6,000 AP: 12 Steal: Hi-Potion Drop: Nutkin Type: Squirrel Location: Lux HP: 25 Weakness: None Gil: 8 Exp: 10 AP: 1 Steal: Potion Drop: Potion Oceanus Type: Gigas Location: Underwater Temple HP: 3,200 Weakness: None Gil: 195 Exp: 2,950 AP: 8 Steal: Hi-Potion Drop: Ogre Type: Ogre Location: Dragon Valley HP: 550 Weakness: None Gil: 148 Exp: 640 AP: 2 Steal: Hi-Potion Drop: Tent Ogre Chief Type: Ogre Location: Mt. Falgabard HP: 2,200 Weakness: None Gil: 128 Exp: 2,100 AP: 6 Steal: Hi-Potion Drop: Ostrich Type: Ostrich Location: Braska HP: 250 Weakness: None Gil: 57 Exp: 184 AP: 1 Steal: Potion Drop: Outcast Type: Lich Location: Cave of Dread HP: 650 Weakness: Dark Gil: 87 Exp: 780 AP: 3 Steal: Hi-Potion Drop: Hi-Potion Phalanx Type: Avalonian Location: Castle Liene HP: 225 Weakness: None Gil: 37 Exp: 128.5 AP: 1 Steal: Potion Drop: Bronze Shield Pineapple Type: Bomb Location: Cave to Deistm Cave to Yggdrasil HP: 210 Weakness: Wind Gil: 56 Exp: 255 AP: 1 Steal: Potion Drop: Potion Pirate Type: Human Location: Capo HP: 960 Weakness: None Gil: 38 Exp: 1,150 AP: 4 Steal: Bandana Drop: Plant Spider Type: Bramble Location: Rusalka HP: 760 Weakness: Fire Gil: 77 Exp: 980 AP: 2 Steal: Antidote Drop: Antidote Prometheus Type: Giant Location: Mt. Gulg HP: 2,700 Weakness: Ice/Water Gil: 180 Exp: 2,550 AP: 8 Steal: Hi-Potion Drop: Pyrolisk Type: Cocatrice Location: Mt. Gulg HP: 980 Weakness: None Gil: 155 Exp: 1,800 AP: 3 Steal: Phoenix Down Drop: Python Type: Serpent Location: Northern Cave HP: 67 Weakness: Ice Gil: 12 Exp: 24 AP: 1 Steal: Antidote Drop: Rabid Nutkin Type: Squirrel Location: Braska HP: 200 Weakness: None Gil: 60 Exp: 164 AP: 1 Steal: Potion Drop: Potion ***Ramuh*** Type: Eidolon Location: Cave of Fulmination HP: 7200 Weakness: None Gil: 0 Exp: 25,000 AP: 15 Steal: Potion Drop: Red Cap Type: Goblin Location: Cave to Deist, Deist, Dragon Valley HP: 220 Weakness: None Gil: 70 Exp: 310 AP: 1 Steal: Leather Shoes Drop: Potion Red Mousse Type: Flan Location: Crystal Temple HP: 32 Weakness: Fire Gil: 21 Exp: 40 AP: 1 Steal: Potion Drop: Potion Red Soul Type: Spirit Location: Cave to Yggdrasil HP: 198 Weakness: Ice Gil: 55 Exp: 270 AP: 2 Steal: Potion Drop: Rukh Type: Zuu Location: Rusalka HP: 1,760 Weakness: Wind Gil: 180 Exp: 2,100 AP: 8 Steal: Hi-Potion Drop: Sahagin Type: Sahagin Location: Underwater Temple HP: 990 Weakness: Lightning Gil: 158 Exp: 1,500 AP: 3 Steal: Hi-Potion Drop: Mythril Spear Scout Type: Avalonian Location: Mazewood HP: 550 Weakness: None Gil: 150 Exp: 1000 AP: 7 Steal: Steel Helm Drop: Sea Snake Type: Serpent Location: Underwater Temple HP: 980 Weakness: Lightning Gil: 174 Exp: 1,600 AP: 4 Steal: Hi-Potion Drop: Sergeant Type: Avalonian Location: Caslte Liene HP: 190 Weakness: None Gil: 38 Exp: 118.5 AP: 1 Steal: Potion Drop: Bronze Shield Sergeant Major Type: Avalonian Location: Airship (Ch. 1) HP: 250 Weakness: None Gil: 47 Exp: 155 AP: 2 Steal: Broadsword Drop: ***Shiva*** Type: Eidolon Location: Glacial Cave HP: 12,000 Weakness: Fire Gil: 0 Exp: 32,000 AP: 20 Steal: Ether Drop: Shroomer Type: Toadstool Location: Umberwood HP: 720 Weakness: Fire Gil: 77 Exp: 840 AP: 2 Steal: Antidote Drop: Sidewinder Type: Serpent Location: Dragon Valley HP: 360 Weakness: Ice Gil: 90 Exp: 450 AP: 2 Steal: Antidote Drop: Siren Type: Mermaid Location: Pirate Cave HP: 710 Weakness: Lightning Gil: 99 Exp: 1,000 AP: 3 Steal: Echo Grass Drop: Snake Type: Serpent Location: Rusalka Sewers HP: 20 Weakness: None Gil: 0 Exp: 100 AP: 0 Steal: None Drop: Soldier Type: Avalonian Location: Castle Liene HP: 155 Weakness: None Gil: 28 Exp: 97 AP: 1 Steal: Potion Drop: Sorcerer Type: Avalonian Location: Mt. Gulg HP: 800 Weakness: None Gil: 190 Exp: 2,000 AP: 5 Steal: Mythril Rod Drop: Mythril Rod Soul of Hate Type: Spirit Location: Castle Falgabard HP: 750 Weakness: None Gil: 225 Exp: 1,000 AP: 4 Steal: Potion Drop: Sprinter Type: Ostrich Location: Mt. Liene, Mt. Lux HP: 90 Weakness: None Gil: 24 Exp: 60 AP: 1 Steal: Potion Drop: Statue Type: Giant Location: Castle Liene HP: 370 Weakness: Lightning Gil: 100 Exp: 252 AP: 2 Steal: Hi-Potion Drop: Steel Bat Type: Bat Location: Castle Lux, Northern Cave HP: 38 Weakness: Fire/Wind Gil: 5 Exp: 12 AP: 1 Steal: Drop: Stinger Type: Wasp Location: Dragon Valley, Yggdrasil HP: 290 Weakness: Wind Gil: 72 Exp: 375 AP: 1 Steal: Antidote Drop: Antidote Stone Golem Type: Golem Location: Capo HP: 1,100 Weakness: Fire Gil: 70 Exp: 1,000 AP: 4 Steal: Potion Drop: Stray Fang Type: Wolf Location: Deist HP: Weakness: Gil: 60 Exp: 295 AP: 1 Steal: Potion Drop: Potion Stunner Type: Rat Location: Crystal Temple HP: 78 Weakness: None Gil: 14 Exp: 26.5 AP: 1 Steal: Potion Drop: ***Styx*** Type: Avalonian General Location: Underwater Temple HP: Weakness: Lightning Gil: 0 Exp: 32,000 AP: 35 Steal: None Drop: Lamia's Harp Swordsman Type: Avalonian Location: Airship (Ch. 1) HP: 240 Weakness: None Gil: 42 Exp: 150 AP: 1 Steal: Potion Drop: Iron Sword Tarantula Type: Spider Location: Castle Lux, Northern Cave HP: 40 Weakness: None Gil: 6 Exp: 13 AP: 1 Steal: Drop: Thunder Harpy Type: Wyvern Location: Cave of Fulmination HP: 750 Weakness: Wind Gil: 250 Exp: 920 AP: 4 Steal: Hi-Potion Drop: ***Titan*** Type: Eidolon Location: Cave of Convulsion HP: 9,000 Weakness: None Gil: 0 Exp: 26,000 AP: 15 Steal: Ether Drop: Tokudaia Type: Echidna Location: Mt. Verde HP: 152 Weakness: None Gil: 40 Exp: 80 AP: 1 Steal: Golden Needle Drop: Torosaurus Type: Dinosaur Location: Mazewood HP: 1,800 Weakness: None Gil: 450 Exp: 1,300 AP: 8 Steal: Potion Drop: Torpid Bomb Type: Bomb Location: Underwater Temple HP: 850 Weakness: Wind Gil: 108 Exp: 1,680 AP: 4 Steal: Drop: Treant Type: Treant Location: Mazewood HP: 460 Weakness: Fire Gil: 50 Exp: 192 AP: 2 Steal: Potion Drop: Triffid Type: Treant Location: Braska HP: 230 Weakness: Fire Gil: 60 Exp: 164 AP: 2 Steal: Potion Drop: Tunneler Type: Millepede Location: Cave to Deist HP: 570 Weakness: None Gil: 85 Exp: 248 AP: 2 Steal: Potion Drop: Tent Urok Type: Crustacean Location: Rusalka HP: 720 Weakness: None Gil: 89 Exp: 950 AP: 2 Steal: Antidote Drop: Vampire Thorn Type: Bramble Location: Mazewood HP: 320 Weakness: Fire Gil: 70 Exp: 240 AP: 2 Steal: Drop: Vassago Type: Demon Location: Crystal Temple HP: 110 Weakness: None Gil: 21 Exp: 65 AP: 1 Steal: Potion Drop: Potion ***Vata*** Type: Avalonian General Location: Highwind Tower HP: 9,200 Weakness: None Gil: 0 Exp: 27,500 AP: 25 Steal: None Drop: Javelin Vicious Clam Type: Slug Location: Pirate Cave HP: 880 Weakness: Lightning Gil: 135 Exp: 1,100 AP: 3 Steal: Hi-Potion Drop: Vortex Type: Element Location: Forest of the Fey HP: 2,000 Weakness: None Gil: 2,000 Exp: 5,000 AP: 3 Steal: Ether Drop: ***Watchbeast (1st)*** Type: Guardian Location: Crystal Temple HP: 1600 Weakness: Fire Gil: 0 Exp: 0 AP: n/a Steal: n/a Drop: None ***Watchbeast (2nd)*** Type: Guardian Location: Crystal Temple HP: 2200 Weakness: Fire Gil: 0 Exp: 1800 AP: n/a Steal: n/a Drop: None Water Scorpion Type: Scorpion Location: Underwater Temple HP: 760 Weakness: None Gil: 135 Exp: 1,620 AP: 4 Steal: Antidote Drop: Phoenix Down Wererat Type: Rat Location: Castle Lux HP: 35 Weakness: None Gil: 6 Exp: 12 AP: 1 Steal: Drop: Weresoldier Type: Avalonian Location: Mt. Rusalka HP: 8,000 Weakness: None Gil: 0 Exp: 23,000 AP: 15 Steal: Mythril Armor Drop: Werewolf Type: Lycanthrope Location: Deist HP: 280 Weakness: None Gil: 48 Exp: 204 AP: 1 Steal: Potion Drop: Potion White Mousse Type: Flan Location: Cave to Yggdrasil HP: 128 Weakness: Ice Gil: 65 Exp: 255 AP: 2 Steal: Hi-Potion Drop: Wild Rat Type: Rat Location: Castle Liene, Mt. Verde HP: 165 Weakness: Fire Gil: 25 Exp: 95 AP: 1 Steal: Potion Drop: Wood Eater Type: Squirrel Location: Yggdrasil HP: 420 Weakness: None Gil: 80 Exp: 375 AP: 2 Steal: Maiden's Kiss Drop: Wood Eyes Type: Treant Location: Near Crystal Temple HP: 70 Weakness: Fire Gil: 15 Exp: 25 AP: 1 Steal: Potion Drop: Wyrm Type: Wyvern Location: Mt. Rusalka HP: 1,750 Weakness: Wind Gil: 176 Exp: 2,500 AP: 6 Steal: Hi-Potion Drop: Wyvern Type: Wyvern Location: Highwind Tower HP: 630 Weakness: Wind Gil: 220 Exp: 980 AP: 3 Steal: Hi-Potion Drop: Yellow Jelly Type: Flan Location: Castle Liene, Mt. Verde HP: 60 Weakness: Lightning Gil: 40 Exp: 90 AP: 1 Steal: Potion Drop: Zombie Type: Ghoul Location: Zombie HP: 290 Weakness: Fire/Light Gil: 74 Exp: 170 AP: 1 Steal: Antidote Drop: Potion Zuu Type: Zuu Location: Dragon Valley HP: 850 Weakness: Wind Gil: 230 Exp: 1,100 AP: 8 Steal: Hi-Potion Drop: =============================================================================== Experience [ffd_exp] =============================================================================== All characters require the same amount of experience to reach the next level; that is, there's no difference in required experience for a Level 50 Sol or a Level 50 Glaive. Below is a list of how many experience points are required for each level. LV 1: 0 LV 2: 0 LV 3: 97 LV 4: 173 LV 5: 261 LV 6: 389 LV 7: 587 LV 8: 821 LV 9: 1,133 LV 10: 1,555 LV 11: 2,087 LV 12: 2,730 LV 13: 3,476 LV 14: 4,339 LV 15: 5,323 LV 16: 6,413 LV 17: 7,764 LV 18: 9,440 LV 19: 11,504 LV 20: 14,014 LV 21: 17,028 LV 22: 20,601 LV 23: 24,784 LV 24: 29,628 LV 25: 35,180 LV 26: 41,484 LV 27: 49,192 LV 28: 57,085 LV 29: 64,998 LV 30: 74,278 LV 31: 84,567 LV 32: 95,653 LV 33: 107,551 LV 34: 120,274 LV 35: 133,831 LV 36: 148,229 LV 37: 163,916 LV 38: 180,968 LV 39: 199,462 LV 40: 219,480 LV 41: 241,101 LV 42: 264,411 LV 43: 289,495 LV 44: LV 45: LV 46: LV 47: LV 48: LV 49: LV 50: LV 51: LV 52: LV 53: LV 54: LV 55: LV 56: LV 57: LV 58: LV 59: LV 60: LV 61: LV 62: LV 63: LV 64: LV 65: LV 66: LV 67: LV 68: LV 69: LV 70: LV 71: LV 72: LV 73: LV 74: LV 75: LV 76: LV 77: LV 78: LV 79: LV 80: LV 81: LV 82: LV 83: LV 84: LV 85: LV 86: LV 87: LV 88: LV 89: LV 90: LV 91: LV 92: LV 93: LV 94: LV 95: LV 96: LV 97: LV 98: LV 99: _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | VI. Jobs [ffd_job] | |_____________________________________________________________________________| Jobs in Final Fantasy Dimensions function similarly to other games in the series. Each character can equip a Job which is how they learn abilities. After battle, in addition to experience you'll also earn Ability Points (AP) which go towards the specific Job equipped. When you earn a certain amount of AP you will level the character's equipped Job. When you earn a Job level, your stats will increase and at some levels you'll earn an ability. Some of these abilities are action commands, requiring you to use it in battle, and others are passive, like a percentage boost to a specific stat. Action commands are marked with an exclamation point in-game. In addition to specific abilities, each Job can learn a skillset which includes multiple skills. For example, the Warrior learns Battle Arts as a skillset; then, when leveling up, he will learn more Battle Arts that fall under that ability. So when you equip Battle Arts on another Job, you will have access to all Battle Arts you've learned so far. Once you've learned an ability you can equip it on that character regardless of what Job he/she currently has equipped. Every ability takes a specified number of slots to equip, limiting how many abilities you can equip at once and allowing you to customize the skills each character can use. Of course, the higher the Job level the better the abilities normally are. You can increase the number of slots available by leveling Jobs up, also. You start off with a level cap of 3 for each Job. As you play the game your party will earn Job Points (JP) which can be used to raise this level cap to a maximum of 20. Each JP will raise the level cap by 1, so it will take 17 JP to fully master a Job. Playing through the game normally will earn you 69 JP, or enough points to master 4 Jobs on each character. JP can also be earned by trading in Moogle Coins, which are found late in the game, and by farming a secret boss available after finishing the main story if you want to master all the Jobs. A few things to keep in mind that are that while Jobs are learned individually, JP is shared by the party. So if you want to have 2 master Monks, you'll need to have both characters learn the Monk Job. However when your party gets 5 JP for progressing through the story, each character will be able to use 5 JP to raise the level cap on a specific Job. You will also have access to different jobs based on which characters you use. Since the group is split between the Light and Dark worlds, each party will gain different Job options other than the starting Jobs found early in the game. This will make for some strategic decisions on who you want to use late in the game. The lists below show how many AP you need to level each Job up to it's max level and what abilities you earn along the way. Every Job gains additional Ability slots at levels 10 and 19. I've also noted which levels grant abilities which can be used for F-Abilities. For more specific info on this, check the F-Abilities section. +--------------------+ | Warrior [ffd_jwar] | +--------------------+ "Specializes in weapon attacks. uses Battle Arts to attack." Equip: Swords, Spears, Axes, Bows, Shields, Helms and Armor Job Level AP Ability 1 10 !Battle Arts 2 20 3 35 BA: Bash 4 55 5 70 Counter 6 90 7 120 BA: Enrage 8 130 9 160 10 190 Slot +1 11 220 12 250 13 280 STR +20% 14 320 15 360 BA: War Cry 16 400 17 440 18 19 Slot +1 20 F-Abilities: Nab Gil, Thunder Slash, Boost Jump +-----------------+ | Monk [ffd_jmon] | +-----------------+ "Uses the body as a weapon. Uses Martial arts to attack." Equip: Claws, Hats, Leathers Job Level AP Ability 1 15 !Martial Arts 2 30 3 40 !Focus 4 50 MA: Lotus Strike 5 65 6 85 MA: Aurablast 7 100 8 125 VIT +20% 9 150 10 180 Slot +1 11 210 !Riposte 12 240 13 280 MA: Chakra 14 340 15 370 MA:Vacuum Wave 16 410 17 450 18 19 Slot +1 20 F-Abilities: Crescent Kick +------------------+ | Thief [ffd_jthi] | +------------------+ "Takes advantage of speed. Abilities have high utility." Equip: Knives, Katanas, Bows, Boomerangs, Hats, Leathers Job Level AP Ability 1 30 !Pickpocket 2 40 3 50 !Flee 4 65 5 80 Item Finder 6 95 7 110 8 130 !Steal 9 150 10 170 Slot +1 11 200 12 230 Vigilance 13 270 14 310 SPD +10% 15 350 16 17 18 19 Slot +1 20 F-Abilities: Nab Gil +---------------------+ | Red Mage [ffd_jrmg] | +---------------------+ "Utilizes White/Black magic. A jack of all trades." Equip: Knives, Swords, Staves, Rods, Bows, Shields, Hats, Caps, Hauberks, Robes Job Level AP Ability 1 35 !Red Magic LV1 2 55 3 80 HP +20% 4 100 5 130 !Red Magic Lv2 6 160 7 190 8 220 !Attune Blade 9 250 10 280 Slot +1 11 300 !Red Magic Lv3 12 330 13 360 !Red Magic Lv4 14 380 15 16 17 18 19 Slot +1 20 F-Abilities: (see White/Black Magic) +-----------------------+ | White Mage [ffd_jwmg] | +-----------------------+ "Specializes in White Magic. Heals and Supports." Equip: Staves, Bows, Caps, Robes Job Level AP Ability 1 20 !White Magic LV1 2 40 3 60 !White Magic LV2 4 80 5 100 MND +20% 6 120 7 140 !White Magic Lv3 8 160 9 180 !White Magic Lv4 10 200 Slot +1 11 12 13 14 15 16 17 18 19 Slot +1 20 F-Abilities: Magic Bomb, Magic Bomb 2, Magic Bomb 3, Magic Missile +-----------------------+ | Black Mage [ffd_jbmg] | +-----------------------+ "Specializes in Black Magic. Has various offensive spells." Equip: Knives, Rods, Bows, Caps, Robes Job Level AP Ability 1 20 !Black Magic LV1 2 40 3 60 !Black Magic LV2 4 80 5 100 INT +20% 6 120 7 140 !Black Magic Lv3 8 160 9 180 !Black Magic Lv4 10 200 Slot +1 11 220 12 13 14 15 16 17 18 19 Slot +1 20 F-Abilities: Magic Bomb, Magic Bomb 2, Magic Bomb 3, Magic Missile +---------------------+ | Summoner [ffd_jsum] | +---------------------+ "Specializes in summoning Eidolons for various effects." Equip: Knives, Staves, Rods, Whips, Caps, Robes Job Level AP Ability 1 30 !Summon Lv1 2 50 3 70 4 90 5 110 MP +20% 6 130 7 160 !Summon Lv2 8 180 9 200 !Summon Lv3 10 220 Slot +1 11 250 12 270 !Summon Lv4 13 300 14 15 16 17 18 19 Slot +1 20 F-Abilities: Crescent Kick +--------------------+ | Dragoon [ffd_jdra] | +--------------------+ "Specializes in jumping attacks. Uses versatile Dragon Arts." Equip: Swords, Spears, Shields, Helms, Armor Job Level AP Ability 1 30 !Dragon Arts 2 50 DA:Blizzard Breath 3 70 4 90 DA:Thunder Breath 5 110 6 130 DA:Healing Breath 7 8 9 10 Slot +1 11 12 13 14 15 16 17 18 19 Slot +1 20 F-Abilities: Boost Jump +-------------------+ | Ranger [ffd_jran] | +-------------------+ "Master of long range combat. Attacks inflict various status." Equip: Knives, Axes, Bows, Whips, Boomerangs, Hats, Leathers Job Level AP Ability 1 20 !Aim 2 40 A:Aim:Mouth 3 60 4 80 A:Aim:Legs 5 100 6 120 Recover 7 140 8 9 10 Slot +1 11 12 13 14 15 16 17 18 19 Slot +1 20 F-Abilities: _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | VII. Abilities [ffd_abi] | |_____________________________________________________________________________| Here I'll lists what each of the Jobs' abilities are and what they do. Within parentheses following the ability name are two numbers: the amount of MP required if indicated, otherwise the number of slots required to equip the ability. Remember that the exclamation point is the game's way of indicating a command ability rather than a passive ability. =============================================================================== Warrior [ffd_war] =============================================================================== !Battle Arts (2)---------- Grants the ability to use Battle Arts abilities. BA:Strike (4MP) ---------- Deals a critical attack to a single enemy. BA:Bash (5MP) ------------ Deals damage to a single enemy and inflicts Confuse, causing it to attack randomly. BA:Enrage (5MP) ---------- Lowers own DEF but raises ATK. Counter (1) -------------- Sometimes counterattacks when hit by a physical attack. STR +20% ----------------- Increases STR by 20%. BA:War Cry (24MP) -------- Increases ATK for all allies. =============================================================================== Monk [ffd_mon] =============================================================================== !Martial Arts (2) -------- Grants the ability to use Martial Arts abilities. MA:Kick (1MP) ------------ Deals damage to all enemies. MA:Lotus Strike (8MP) ---- Randomly inflicts Sleep, Paralysis, Slow or Instant Death on a single enemy. MA:Aurablast (14MP) ------ Deals light damage to a single target. !Focus (1) --------------- Stores power to increase strength of next ability. Can store 3 times. VIT +20% (1) ------------- Increases VIT by 20%. !Riposte (1) ------------- Until next turn, chance to nullify and counter a normal attack. MA:Chakra (24MP) --------- Restores HP and removes Sleep, Confuse, Paralyze, Berserk, and Curse on a single target. MA:Vacuum Wave (18MP) ---- Halves an enemy's HP. =============================================================================== Thief [ffd_thi] =============================================================================== !Pickpocket (1) ---------- Steals gil from an enemy. !Flee (1) ---------------- Flees from battle. Item Finder (1) ---------- Enemies are more likely to drop items. !Steal (2) --------------- Steals an item from an enemy. Vigilance (1) ------------ Prevents sneak attacks and back attacks. =============================================================================== Red Mage [ffd_rmg] =============================================================================== !Red Magic Lv. 1-4 (2) --- Grants the ability to cast Lv. 1-4 White and Black Magic. HP +20% (1) -------------- Increases HP by 20%. =============================================================================== White Mage [ffd_wmg] =============================================================================== !White Magic Lv. 1-7 (2) - Grants the ability to cast Lv. 1-7 White Magic. MND +20% (1) ------------- Increases MND by 20%. =============================================================================== Black Mage [ffd_bmg] =============================================================================== !Black Magic Lv. 1-7 (2) - Grants the ability to cast Lv. 1-7 Black Magic. INT +20% (1) ------------- Increases INT by 20%. =============================================================================== Summoner [ffd_sum] =============================================================================== !Summon Lv. 1-8 (2) ------ Grants the ability to cast Lv. 1-8 Summoning Magic. MP +20% (1) -------------- Increases MP by 20%. =============================================================================== Dragoon [ffd_dra] =============================================================================== !Dragon Arts (2) --------- Grants the ability to DA:Fire Breath (10MP) ---- Deals fire damage to all enemies. DA:Blizzard Breath (10MP) Deals ice damage to all enemies. DA:Thunder Breath (10MP) - Deals lightning damage to all enemies. DA:Healing Breath (18MP) - Restores HP for all allies. =============================================================================== Ranger [ffd_ran] =============================================================================== !Aim (2) ---------------- Grants the ability to use Aim abilities. A:Precise Shot (3MP) ---- Attacks a single target with an unfailing strike. A:Aim:Mouth (4MP) ------- Attacks a single target and inflicts Silence, preventing spell casting. A:Aim:Legs (4MP) -------- Attacks a single target and inflicts Stun, resetting its wait time. =============================================================================== Fusion Abilities [ffd_fus] =============================================================================== Fusion Abilities, or F-Abilities, are combinations of 2 abilities learned across 2 different Jobs. They are learned randomly when using either of the two requisite abilities in battle. This is achieved by equipping one of the Jobs with the desired abilities and equipping the ability itself on the same character. What this implies is that each character has to learn his/her own F-Abilities, making for some customization options when deciding which abilities you want each character to access since your JP is initially limited during the main game. As I briefly mentioned when you first learn about F-Abilities, there's an easy trick to learning a few more without having to spend JP leveling up specific Jobs. Since your mages have access to all their magic even at JLV 1, this means you won't need to level any of your physical-type characters to access higher level magic. For instance, if you want a Monk to learn Final Heaven, they need to have the Monk LV20 ability and the Seer LV18 spell. So whoever is your Master Monk can turn into a Seer and automatically access this spell. Conversely, however, if you want a magic-based character to learn this same F-Ability, they'll have to become a Master Monk also, which isn't typically as useful since you won't be able to focus on magic-based Jobs. Another tweak of this idea is that some Jobs come with abilities innate. A good example early on is the Dragoon coming with Jump equipped already. So if you want your Dragoon to learn Boost Jump, you'll need to also have him become a Level 7 Warrior. However, if you want your Warrior to learn Boost Jump, just put Battle Arts on a Level 0 Dragoon and you can learn it without spending the extra JP on a class you may not want to train. Another good point to note is that many of the F-Abilities are fun to find, but not all that useful in the long run. So when planning your party, think about which ones will be most useful, keeping in mind that the game isn't that difficult regardless of your initial decisions and you can always grind out some more levels in the post-game. Other notes: both groups of characters have the basic jobs, so they can all learn the associated F-Abilities, but then only learn those that belong to their specific set of available Jobs. Sol can't learn a Dark Knight F-Ability, for example. Since you find different Eidolons in either world, you won't be able to learn some Summon-based F-Abilities until near the end of the game when the parties join again. The Memorist job for the Light Warriors also doesn't have any F-Abilities associated with it due to the nature of its abilities. The list below breaks out each F-Ability with the associated abilities and JLVs required to learn it. If an F-Ability doesn't require using any JP to learn I consider it essentially free and note so with an asterix. I have it sorted by F-Abilities for the initial Job set, then the Light Jobs and the Dark Jobs. ~~~~~~~~~~~~ Light & Dark ~~~~~~~~~~~~ *Magic Missile (8MP) ----- Deals magic damage to a single target. Poisona (White Mage L1) + Poison (Black Mage L2) *Magic Bomb (10MP) ------- Deals magic damage to a single target. Cure (White Mage L1) + Fire (Black Mage L1) *Magic Bomb 2 (16MP) ----- Deals magic damage to a single enemy. Cura (White Mage L3) + Fira (Black Mage L3) *Thunder Slash (9MP) ----- Deals lightning damage to a single enemy. Strike (Warrior L1) + Thunder (Black Mage L1) *Nab Gil (6MP) ----------- Attacks an enemy and steals gil. Bash (Warrior L3) + Pickpocket (Thief L1) *Gale Crescent (7MP) ----- Deals wind damage to all enemies. Kick (Monk L1) + Sylph (Summoner L1) Boost Jump (10MP) -------- Attacks from the air to deal heavy damage. Cannot be attacked while jumping. Enrage (Warrior L7) + Jump (Dragoon L8) _______________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | VIII. Credit [ffd_abi] | |_____________________________________________________________________________| Thanks to Square-Enix for making the game and releasing it here. It's pretty great, and it's great that we can play something of this caliber on a phone. Thanks to the iPhone for having this game on it. Maybe some day the Droid will get it also. Thanks to everyone who (will) contribute their information and help, and to everyone on the GameFAQS message boards for building a little community around the game since it was released. This is a first version so I haven't gotten to most of the optional content, at which point I'm going to be asking people for credit since there's already so much great stuff out there.