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O------------------------------------------O | | | Final Fantasy Dimensions FAQ/Walkthrough | | Copyright holyknight14 | | holyknight14@gmail.com | | Version 1.30 - (11/02/2012) | | | O------------------------------------------O _____ _ _ _____ _ | ___(_)_ __ __ _| | | ___|_ _ _ __ | |_ __ _ ___ _ _ | |_ | | '_ \ / _` | | | |_ / _` | '_ \| __/ _` / __| | | | | _| | | | | | (_| | | | _| (_| | | | | || (_| \__ \ |_| | |_| |_|_| |_|\__,_|_| |_| \__,_|_| |_|\__\__,_|___/\__, | |___/ ____ _ _ | _ \(_)_ __ ___ ___ _ __ ___(_) ___ _ __ ___ | | | | | '_ ` _ \ / _ \ '_ \/ __| |/ _ \| '_ \/ __| | |_| | | | | | | | __/ | | \__ \ | (_) | | | \__ \ |____/|_|_| |_| |_|\___|_| |_|___/_|\___/|_| |_|___/ *Spoilers will be kept to a minimum when possible* ______________________________________________________________________________ Table of Contents ______________________________________________________________________________ O---------O O-------------O | Section | | Search Code | O---------O O-------------O I. General Information ....................................... {+GNIF+} A. Introductions . . . . . . . . . . . . . . . . . . . . . {+ITDC+} B. The Progress Report . . . . . . . . . . . . . . . . . . {+TPRT+} C. Game Basics . . . . . . . . . . . . . . . . . . . . . . {+GMBC+} -01- Main Menu . . . . . . . . . . . . . {+MNMN+} -02- Stats . . . . . . . . . . . . . . {+STTS+} -03- Controls . . . . . . . . . . . . . {+CNRL+} -04- Status Effects . . . . . . . . . . . {+STTE+} -05- General Tips . . . . . . . . . . . . {+GNTP+} II. Characters ................................................ {+CRCT+} A. Warriors of Light . . . . . . . . . . . . . . . . . . . {+WARL+} B. Warriors of Darkness . . . . . . . . . . . . . . . . . . {+WARD+} C. Supporting Characters . . . . . . . . . . . . . . . . . {+SUCT+} III. Walkthrough ............................................... {+WKTG+} A. Prologue . . . . . . . . . . . . . . . . . . . . . . . . {+PRLG+} -01- Checkpoint . . . . . . . . . . . . {+PCKP+} -02- Lux . . . . . . . . . . . . . . {+PLXU+} -03- Below Castle Lux . . . . . . . . . . {+PBCL+} -04- Castle Lux . . . . . . . . . . . . {+PCLX+} -05- North Cave . . . . . . . . . . . . {+PNTC+} -06- Crystal Temple . . . . . . . . . . . {+PCTM+} B. Chapter 1 . . . . . . . . . . . . . . . . . . . . . . . {+CPT1+} -07- Harmonia . . . . . . . . . . . . . {+1HMI+} -08- Mount Lux . . . . . . . . . . . . {+1MLX+} -09- Crystal Temple . . . . . . . . . . . {+1TMC+} -10- Crystal Temple Part 2 . . . . . . . . {+1MTC+} -11- World Map . . . . . . . . . . . . {+1WRD+} -12- Liene . . . . . . . . . . . . . . {+1LNE+} -13- Mount Liene . . . . . . . . . . . . {+1MLN+} -14- Castle Liene . . . . . . . . . . . {+1CNE+} -15- Warship . . . . . . . . . . . . . {+1WRS+} C. Chapter 2 . . . . . . . . . . . . . . . . . . . . . . . {+CPT2+} [ The Dragoon ] -16- World Map . . . . . . . . . . . . {+2WRD+} -17- Braska . . . . . . . . . . . . . {+2BRK+} -18- Cave to Deist . . . . . . . . . . . {+2CTD+} -19- Deist . . . . . . . . . . . . . . {+2DST+} -20- Dragonweed Gardens . . . . . . . . . {+2DGW+} -21- Dragon Valley . . . . . . . . . . . {+2DGV+} -22- Dragon Roost . . . . . . . . . . . {+2DGR+} -23- Highwind Tower . . . . . . . . . . . {+2HWT+} -24- Cave of Fulmination . . . . . . . . . {+2COF+} -25- Highwind Tower Revisited . . . . . . . {+2HTR+} [ The Ranger ] -26- Crystal Temple . . . . . . . . . . . {+2CRT+} -27- Sunken Ship . . . . . . . . . . . . {+2SKN+} -28- Mount Verde . . . . . . . . . . . . {+2MTV+} -29- Verde . . . . . . . . . . . . . . {+2VRD+} -30- Forest Hut . . . . . . . . . . . . {+2FRT+} -31- Mazewood . . . . . . . . . . . . . {+2MZW+} -32- Alfheim . . . . . . . . . . . . . {+2AFM+} -33- Cave to Yggdrasil . . . . . . . . . . {+2CTY+} -34- Yggdrasil . . . . . . . . . . . . {+2YDL+} -35- Cave of Convulsion . . . . . . . . . {+2COC+} -36- Yggdrasil Revisited . . . . . . . . . {+2YDR+} [ The Bard ] -37- Deist . . . . . . . . . . . . . . {+2TDS+} -38- Capo . . . . . . . . . . . . . . {+2CPO+} -39- Pirate Island . . . . . . . . . . . {+2PRT+} -40- Rusalka . . . . . . . . . . . . . {+2RSK+} -41- Mount Rusalka . . . . . . . . . . . {+2MRK+} -42- Rusalka Revisited . . . . . . . . . . {+2RRD+} -43- Forest of the Fey . . . . . . . . . . {+2FOF+} -44- Glacial Cave . . . . . . . . . . . {+2GLC+} -45- Underwater Temple . . . . . . . . . . {+2UTE+} [ The Dark Knight ] -46- Alfheim . . . . . . . . . . . . . {+2ALF+} -47- Kurgis . . . . . . . . . . . . . {+2KRG+} -48- Umberwood . . . . . . . . . . . . {+2UBR+} -49- Aule . . . . . . . . . . . . . . {+2ALE+} -50- Cave of Dread . . . . . . . . . . . {+2COD+} -51- Mount Falgabard . . . . . . . . . . {+2MFB+} -52- Castle Falgabard . . . . . . . . . . {+2CFB+} -53- Passage . . . . . . . . . . . . . {+2PSG+} -54- Cave of Perfervidity . . . . . . . . . {+2COP+} -55- Mount Gulg . . . . . . . . . . . . {+2MGL+} D. Chapter 3 . . . . . . . . . . . . . . . . . . . . . . . {+CPT3+} [ The Memorist ] -56- Rusalka . . . . . . . . . . . . . {+3RKS+} -57- Mathel . . . . . . . . . . . . . {+3MTH+} -58- Ashmonte . . . . . . . . . . . . . {+3AHM+} -59- Hierro Cave . . . . . . . . . . . . {+3HRC+} -60- Fabrica . . . . . . . . . . . . . {+3FBC+} -61- Anima Grove . . . . . . . . . . . . {+3AGV+} -62- Fabrica Cave . . . . . . . . . . . {+3FBV+} -63- Ship . . . . . . . . . . . . . . {+3SHP+} -64- Heliogabalus . . . . . . . . . . . {+3HGB+} [ The Dancer ] -65- World Map . . . . . . . . . . . . {+3WLM+} -66- Kaklim Desert . . . . . . . . . . . {+3KKD+} -67- Gardenia . . . . . . . . . . . . . {+3GRD+} -68- Gardenia Slums . . . . . . . . . . . {+3GRS+} -69- Forest Hut . . . . . . . . . . . . {+3FRS+} -70- Imperial Camp . . . . . . . . . . . {+3IMC+} -71- Beneath Gardenia . . . . . . . . . . {+3BGD+} -72- Odin's Castle . . . . . . . . . . . {+3ODC+} -73- Underground Fort . . . . . . . . . . {+3UDF+} [ The Paladin ] -74- Heliogabalus . . . . . . . . . . . {+3HBG+} -75- Berth . . . . . . . . . . . . . . {+3BRT+} -76- Mount Wells . . . . . . . . . . . . {+3MTW+} -77- Mount Burtgang . . . . . . . . . . . {+3MTB+} -78- Underwater Cave . . . . . . . . . . {+3UWC+} -79- Burtgang . . . . . . . . . . . . . {+3BTG+} -80- Divine Forest . . . . . . . . . . . {+3DVF+} -81- Castle Burtgang . . . . . . . . . . {+3CSB+} [ The Ninja ] -82- Ship . . . . . . . . . . . . . . {+3SPH+} -83- Hagakure . . . . . . . . . . . . . {+3HGK+} -84- Moonlight Wood . . . . . . . . . . . {+3MLW+} -85- Matagi . . . . . . . . . . . . . {+3MTG+} -86- Akame Valley . . . . . . . . . . . {+3AKV+} -87- Tower of Trials . . . . . . . . . . {+3TWT+} -88- Underwater Tunnel . . . . . . . . . . {+3UWT+} -89- Abyssal Shrine . . . . . . . . . . . {+3ABS+} -90- Tower of Trials Revisited . . . . . . . {+3TTR+} E. Chapter 4 . . . . . . . . . . . . . . . . . . . . . . . {+CPT4+} -91- Airship . . . . . . . . . . . . . {+4ASP+} -92- Mysidia . . . . . . . . . . . . . {+4MSD+} -93- Heliogabalus . . . . . . . . . . . {+4HGB+} -94- World Map . . . . . . . . . . . . {+4WRD+} -95- Lufenia . . . . . . . . . . . . . {+4LFA+} -96- Rosetta Tower . . . . . . . . . . . {+4RST+} -97- Mysidia . . . . . . . . . . . . . {+4MDS+} -98- Mysidia Cavern . . . . . . . . . . . {+4MYC+} -99- Rosetta Tower . . . . . . . . . . . {+4RWS+} -100- Barrier Grove . . . . . . . . . . . {+4BRG+} -101- Lufenia Ruins . . . . . . . . . . . {+4LFR+} -102- Massive Cavern . . . . . . . . . . {+4MSV+} -103- Lufenia and Mysidia . . . . . . . . . {+4LNM+} -104- Deist Forest . . . . . . . . . . . {+4DSF+} -105- Airship . . . . . . . . . . . . . {+4APS+} -106- Yggdrasil . . . . . . . . . . . . {+4YGD+} -107- Rusalka . . . . . . . . . . . . . {+4RSK+} -108- Castle Falgabard . . . . . . . . . . {+4CFG+} -109- Gardenia Slum Ruins . . . . . . . . . {+4GSR+} -110- Burtgang . . . . . . . . . . . . {+4BTG+} -111- Hagakure . . . . . . . . . . . . {+4HGK+} -112- Castle Avalon . . . . . . . . . . . {+4CTA+} -113- The Dark Gate . . . . . . . . . . . {+4TDG+} -114- The Void: Despair . . . . . . . . . {+4TVD+} -115- Below Castle Lux . . . . . . . . . . {+4BCL+} -116- The Void: Despair Continued . . . . . . {+4TDV+} -117- The Void: Suffering . . . . . . . . . {+4TVS+} -118- The Void: Anguish . . . . . . . . . {+4TVA+} -119- The Void: Misery . . . . . . . . . . {+4TVM+} -120- The Dark Gate . . . . . . . . . . . {+4TGD+} -121- World of Nil . . . . . . . . . . . {+4WNL+} F. Postgame . . . . . . . . . . . . . . . . . . . . . . . {+PSTG+} -122- World of Nil . . . . . . . . . . . {+PNWL+} -123- Gladiator's Hall . . . . . . . . . . {+PGHL+} IV. Job System ................................................ {+JBSM+} A. Job Basics . . . . . . . . . . . . . . . . . . . . . . . {+JBSC+} B. Universal Jobs . . . . . . . . . . . . . . . . . . . . . {+JUJB+} C. Light Exclusive Jobs . . . . . . . . . . . . . . . . . . {+LEJS+} D. Dark Exclusive Jobs . . . . . . . . . . . . . . . . . . {+DEJS+} V. Ability Compendium ........................................ {+ABCP+} A. Ability Preview . . . . . . . . . . . . . . . . . . . . {+ABPR+} B. Universal Commands . . . . . . . . . . . . . . . . . . . {+UNCM+} C. Light Exclusive Commands . . . . . . . . . . . . . . . . {+LECM+} D. Dark Exclusive Commands . . . . . . . . . . . . . . . . {+DECM+} E. Passive Abilities . . . . . . . . . . . . . . . . . . . {+PSAB+} F. Unique Abilities . . . . . . . . . . . . . . . . . . . . {+UQAB+} G. Magic and Summons . . . . . . . . . . . . . . . . . . . {+MGSM+} VI. Fusion Abilities .......................................... {+FSAB+} A. Fusion Ability Overview . . . . . . . . . . . . . . . . {+FAOV+} B. Universal Fusions . . . . . . . . . . . . . . . . . . . {+UNFS+} C. Light Exclusive Fusions . . . . . . . . . . . . . . . . {+LEFS+} D. Dark Exclusive Fusions . . . . . . . . . . . . . . . . . {+DEFS+} VII. Item List ................................................. {+ITLS+} A. Consumables . . . . . . . . . . . . . . . . . . . . . . {+CNSB+} B. Special Items . . . . . . . . . . . . . . . . . . . . . {+SPIM+} C. Weapons . . . . . . . . . . . . . . . . . . . . . . . . {+WPNS+} D. Shields . . . . . . . . . . . . . . . . . . . . . . . . {+SHLD+} E. Headgear . . . . . . . . . . . . . . . . . . . . . . . . {+HDGR+} F. Body Armor . . . . . . . . . . . . . . . . . . . . . . . {+BDRM+} G. Accessories . . . . . . . . . . . . . . . . . . . . . . {+ACSE+} VIII. Bestiary .................................................. {+BSTR+} A. Prologue Encounters . . . . . . . . . . . . . . . . . . {+PGEC+} B. Chapter 1 Encounters . . . . . . . . . . . . . . . . . . {+C1EC+} IX. Shops ..................................................... {+SHPS+} A. Prologue Shops . . . . . . . . . . . . . . . . . . . . . {+PGSP+} B. Chapter 1 Shops . . . . . . . . . . . . . . . . . . . . {+C1SP+} C. Chapter 2 Shops . . . . . . . . . . . . . . . . . . . . {+C2SP+} D. Chapter 3 Shops . . . . . . . . . . . . . . . . . . . . {+C3SP+} E. Chapter 4 Shops . . . . . . . . . . . . . . . . . . . . {+C4SP+} F. Postgame Shops . . . . . . . . . . . . . . . . . . . . . {+PSSP+} X. Miscellaneous ............................................. {+MSCL+} A. Memories . . . . . . . . . . . . . . . . . . . . . . . . {+MMRY+} B. Casino . . . . . . . . . . . . . . . . . . . . . . . . . {+CSNO+} C. Gypsy Chests . . . . . . . . . . . . . . . . . . . . . . {+GPCS+} D. Coliseum . . . . . . . . . . . . . . . . . . . . . . . . {+CLSM+} E. Fang Guide . . . . . . . . . . . . . . . . . . . . . . . {+FNGG+} F. Tail Guide . . . . . . . . . . . . . . . . . . . . . . . {+TALG+} G. Namingkupo . . . . . . . . . . . . . . . . . . . . . . . {+NMKP+} XI. Boss Guide ................................................ {+BSGD+} A. Prologue Bosses . . . . . . . . . . . . . . . . . . . . {+PGBS+} B. Chapter 1 Bosses . . . . . . . . . . . . . . . . . . . . {+C1BS+} C. Chapter 2 Bosses . . . . . . . . . . . . . . . . . . . . {+C2BS+} D. Chapter 3 Bosses . . . . . . . . . . . . . . . . . . . . {+C3BS+} E. Chapter 4 Bosses . . . . . . . . . . . . . . . . . . . . {+C4BS+} F. Postgame Bosses . . . . . . . . . . . . . . . . . . . . {+PSBS+} XII. FAQs ...................................................... {+FRQU+} A. General . . . . . . . . . . . . . . . . . . . . . . . . {+GEAL+} B. Walkthrough . . . . . . . . . . . . . . . . . . . . . . {+WLTH+} XIII. Version History ........................................... {+VRSN+} XIV. Contact Information ....................................... {+CTIF+} XV. Legal Stuff ............................................... {+LGLS+} XVI. Credits ................................................... {+CRDT+} ______________________________________________________________________________ {+GNIF+} --- I. General Information --- ______________________________________________________________________________ ============================================================================== -- A. Introductions -- {+ITDC+} ============================================================================== Hello and welcome to my Final Fantasy Dimensions FAQ/Walkthrough. This happens to be the second guide I've written for GameFAQs. My first was a small, class specific FAQ for a lesser known Korean MMORPG. I wrote that FAQ over ten years ago. It's interesting how much a person's writing style can change over an extended period of time! This guide is meant to eventually become a complete compendium for FFD. I've enjoyed this game immensely since it was released. I hope to be of service to those who need assistance in completing this wonderful new addition to the Final Fantasy series. On that note, this document will not be an extensive foray into the mechanics of the game. There are far more qualifed people for the job in that respect. Please don't hesitate to contact me about corrections, additions or anything else that would be relevant to this guide. I am extremely grateful for any additional knowledge you may possess that can help me make this guide better. ============================================================================== -- B. The Progress Report -- {+TPRT+} ============================================================================== (Indicates progress for the initial version of the guide). I. General Information - Mostly complete. -04- needs revisions. II. Characters - Complete. III. Walkthrough - Mostly complete. Missing a few chests in Chapter 3. IV. Job System - Mostly complete. Need to make revisions. V. Ability Compendium - Complete. VI. Fusion Abilities - Complete. VII. Items List - Mostly complete. Primarily missing enemy drops. VIII. Bestiary - Mostly incomplete. IX. Shops - Complete. X. Miscellaneous - Complete. XI. Boss Guide - Complete. XII. FAQs - Complete. Layout / Organization: Basic layout for now to get all of the information in. Organization is still rough, but will improve. Priority for next release: Continue work on the Bestiary. ============================================================================== -- C. Game Basics -- {+GMBC+} ============================================================================== ------------------------------------------------------------------------------ -01- Main Menu ---------------------------------- O-------------------------------O | | | | Job | Ability | | | | |-------------------------------| | | | | Item | Magic/Skills | | | | |-------------------------------| | | | | Equipment | Status | | | | |-------------------------------| | | | | Row | Config | | | | |-------------------------------| | | | | Quick Save | Save | | | | O-------------------------------O [ Job ] This command will open up the job menu where the player can manage any tasks that are job related. The "Change Jobs" option will allow the player to assign a job to the respective character. Jobs are unlocked throughout the storyline. The "Max JLV up" option will allow the player to consume JP in order to raise the maximum attainable level of a job. More info about JP will be discussed in section IV. [ Ability ] This command will open up the ability menu where the player can set extra abilities from other jobs. Availability of extra ability slots is determined by the character's current job and/or job level. [ Item ] This command will open up the item menu where the player can choose to use consumables, discard items and organize the inventory. [ Magic/Skills ] This command will open up the magic/skills menu where the player can view all acquired abilities. Certain abilities can be used on the field, however, most will be greyed out. [ Equipment ] This command will open up the equipment menu where the player can manage character equipment. The "Row" option allows the player to temporarily sort available equipment options (why this is called "Row" is beyond me). The "Optimize" option will automatically arm the character with gear that has the highest ATK and DEF values in each slot. The "Remove all" option will completely remove everything the character was wearing. [ Status ] This command will open up the status menu where the player can view detailed information on each character. All attributes, current job, exp requirement, etc. will be listed on the first menu. The "Ability" option will display current equipment and abilities as well as an overview of all learned command categories. [ Row ] This command will allow the player to edit the current formation and row settings of each character. A double tap on a character will switch between front and back row. A single tap on one character followed by a single tap on another character will cause these two characters to switch spots. [ Config ] This command will allow the player to customize and change various settings as well as access to the "Help" menu. The first page consists of the BGM and SE sliders, movement control settings and the option to enable/disable the minimap. The second page consists of the battle mode and cursor location as well as the battle speed and message settings. The third page consists of the setting to lock the screen, switch the BGM mode, the "Help" menu and the option to return to the title screen. [ Quick Save ] This command allows the player to make a temporary save in case the system needs to be shut down. Choosing any option from the title screen will delete this temporary save. [ Save ] This command allows the player to make a permanent save. The save option is only usable on the world map and at save points. In addition, the game will automatically prompt the player to save at specific game intervals. ------------------------------------------------------------------------------ -02- Stats {+STTS+} ---------------------------------- [ HP ] - Health Points - Amount of damage that can be sustained before K.O. [ MP ] - Magic Points - Consumed in order to utilize abilities [ STR ] - Strength - Dictates damage dealt with weapons [ SPD ] - Speed - Indicates how fast the time gauge will fill in battle [ VIT ] - Vitality - General indicator of HP value and influences defense [ INT ] - Intelligence - Dictates potency of most attack magic [ MND ] - Mind - Dictates potency of recovery magic and certain attack spells [ ATK ] - Attack - Dictates damage dealt with weapons [ ACC ] - Accuracy - Represents a general indication of weapon hit rate [ EVA ] - Evasion - Represents a general indication of dodge rate [ DEF ] - Defense - Dictates reduction when attacked by physical strikes [ RES ] - Resistance - Dictates reduction when attacked by magic *All of the above descriptions are intended to be general guidelines. They are not meant to be precise details about FFD's stat mechanics. ------------------------------------------------------------------------------ -03- Controls {+CNRL+} ---------------------------------- FFD is a fully touch based game. There are no physical buttons to control anything. Most of the controls are intuitive, although, some changes can be made to certain aspects of the game. There are 3 methods of moving the player's avatar on the field screen. The player is free to switch between any of the settings on the first page of the "Config" menu. The first option is the "Default" setting. Tapping the screen once will create a directional pad that will temporarily stay on the screen. The player can tap an arrow or slide a finger across the button to move in any direction. The pad will disappear after some time if the screen is not touched. The second option is the "Slide" setting. Movement will occur in a designated direction everytime the player drags a finger along the screen. The main difference between the "Slide" and "Default" settings is that tapping does not produce movement. Also, the player can slide along any part of the screen to initiate movement. The third option is the "Fix" setting. This option produces an unnmovable directional pad in the bottom left corner of the screen. The player can tap or slide along the pad to produce movement. This setting is essentially the same as Default except the directional pad cannot be moved and it does not vanish. ------------------------------------------------------------------------------ -04- Status Effects {+STTE+} ---------------------------------- [ Name of status effect ] Description: What the effect does Type: Harmful, beneficial or questionable Persist: Whether or not the effect lasts after battle Cause: How to inflict the effect Remove: How to remove the effect [ Poison/Toxicity ] Description: Causes damage over time (toxicity is more potent). Type: Harmful Persist: Yes Cause: Poison, Putrid Slash, Noxious Gas Remove: Antidote, Remedy, Poisona, Esuna, Esunaga, Full Cure, Dispel [ Blind ] Description: Lowers EVA and ACC. Type: Harmful Persist: Yes Cause: Flash Remove: Eye Drops, Remedy, Esuna, Esunaga, Full Cure, Dispel [ Silence ] Description: Prevents the use of magic spells. Type: Harmful Persist: Yes Cause: Silence, Muted Slash, Aim: Mouth, ID Break Remove: Echo Grass, Remedy, Esuna, Esunaga, Full Cure, Dispel [ Mini ] Description: Greatly reduces ATK and DEF. Type: Harmful Persist: Yes Cause: Mini Remove: Mallet, Remedy, Mini, Esuna, Esunaga, Full Cure, Dispel [ Frog ] Description: Greatly reduces ATK and DEF. Only usable magic is Toad. Type: Harmful Persist: Yes Cause: Toad Remove: Maiden's Kiss, Remedy, Toad, Esuna, Esunaga, Full Cure, Dispel [ Petrify ] Description: Prevents any action from being taken. Type: Harmful Persist: Yes Cause: Break, Stoning Slash Remove: Golden Needle, Remedy, Esuna, Esunaga, Full Cure, Dispel [ Knocked Out (HP = 0) ] Description: Prevents any action from being taken. Type: Harmful Persist: Yes Cause: HP = 0, Death, Lotus Strike, Aim: Vitals, Wonder Step, Assassinate, Iai Remove: Phoenix Down, Raise, Araise, Phoenix, Mega Raise [ Berserk ] Description: ATK is increased, but character will continually attack. This status also gives the Attack command a cast time. Type: Questionable Persist: No Cause: Berserk, Steal Hearts, Taunt Remove: Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga, Full Cure, Dispel [ Confuse ] Description: Character will continually attack random targets. Type: Harmful Persist: No Cause: Confuse, Bash, Dropkick, Aim: Heart, Steal Hearts Remove: Physical damage*, Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga, Full Cure, Dispel *Must be the standard Attack command. Enemy only physical attack variations such as Right Arm and Critical DO NOT count. Commands such as Strike DO NOT count. [ Sleep ] Description: Prevents action from being taken. Type: Harmful Persist: No Cause: Drowsy Slash, Lotus Strike, Lovely Lullaby, Wonder Step, Sleep Remove: Physical damage, Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga, Full Cure, Dispel [ Paralyze ] Description: Prevents action from being taken. Type: Harmful Persist: No Cause: Lotus Strike, Pommel, Wonder Step, Stunner, Grand Delta Remove: Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga, Full Cure, Dispel [ Curse ] Description: Decreases physical and magic attack. Type: Harmful Persist: No Cause: Curse Remove: Sacred Candle, Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga, Full Cure, Dispel [ Stun ] Description: Resets time gauge and cancels casting when successful. Type: Harmful Persist: N/A Cause: Roar, Aim: Legs Remove: N/A [ Sap ] Description: HP slowly decreases. Type: Harmful Persist: No Cause: Curse Remove: Dispel [ Regen ] Description: HP slowly increases. Type: Beneficial Persist: No Cause: Regen, Argy, Alabaster Veil Remove: Dispel [ Doom ] Description: Become K.O.ed when timer reaches 0. Type: Harmful Persist: No Cause: Last Resort Remove: [ Slow ] Description: Time gauge fills slowly and cast time increases. Type: Questionable Persist: No Cause: Slow, Lotus Strike, Wonder Step Remove: Remedy, Haste, Esuna, Esunaga, Full Cure, Dispel [ Stop ] Description: Time gauge stops advancing. Type: Harmful Persist: No Cause: Stop, Restful Refrain, Deep Freeze Remove: Remedy, Esuna, Esunaga, Full Cure, Dispel [ Protect ] Description: Reduces physical damage taken Type: Beneficial Persist: No Cause: Protect, Mighty Guard, Argy, Alabaster Veil, Aura, Mighty Wall Remove: Dispel [ Shell ] Description: Reduces magic damage taken Type: Beneficial Persist: No Cause: Shell, Mighty Guard, Argy, Alabaster Veil, Mighty Wall Remove: Dispel [ Haste ] Description: Time gauge fills quickly and cast time decreases. Type: Beneficial Persist: No Cause: Haste, Argy, Alabaster Veil, Hastega Remove: Slow, Stop, Dispel [ Attack Up ] Description: Increases physical damage dealt. Type: Beneficial Persist: No Cause: Enrage, War Cry, Argy, Aura, Mighty Wall Remove: Dispel [ Resist ] Description: Significantly reduces damage of next elemental attack. Type: Beneficial Persist: No Cause: Res. Element Remove: Corresponding elemental damage, Dispel ------------------------------------------------------------------------------ -05- General Tips {+GNTP+} ---------------------------------- 1) Carry plenty of consumables at all times! The first priority should be to carry at least 10 of the current highest tiered Potion you can buy. Secondly, always try to have 5 Ethers on you (this will usually be accomplished simply through pots, barrels and chests). Next, make sure to always keep at least 5 of each buyable status relief item. There are no words that will stress how many times you will wish you had an extra if you run out midway through a dungeon. I would try to keep these items in stock from Chapter 2 onwards at the very least. Lastly, always have Tents or Cottages on you at all times. 2) Don't run from battles! Fight every battle (or most of them anyway) that you encounter. This will completely eliminate any need to do extra grinding in order to beat the game. The next tip should help in reducing the tedium involved. 3) Learn to use Auto effectively! Given that FFD is a touch based game, individual reflexes play a part in determining the rate of your command output. The Auto battle command can be intelligently used to save time during combat. However, it normally only repeats the standard "Attack" command. This certainly isn't an effective way to fight most of the time. Auto battle can be made much better by going into the "Config" menu and then setting the game to "Remember" your last command. Thus, when you turn Auto on, it will choose whatever you used last time. Turning Auto on right before a character's turn comes up will save a little time. This is because there won't be any delay in choosing a command. This process is more important at the end of the game rather than the beginning or middle. However, it's still not a bad idea to get used to it from the start. 4) Use up your MP in dungeons! Yes, that's right. Don't save it. Use it all up. Almost every single dungeon in FFD is designed with a save point right before every major encounter. Some of the longer dungeons will even have them at midway points. Battles will tend to be too long and become frustrating if you just conserve all the time. 5) Spend your gil wisely! A straight run through the game will typically give you enough money to keep up with everything that is sold in new shops. However, this will usually occur by the end of the section you're currently in. Therefore, you will need to prioritize purchases at times. Generally speaking it is wisest to buy magic first (assuming you use mages anyway), then weapons and finally armor. One new spell can turn a subpar Black Mage or White Mage into an ace for a period of time. Offense is generally more useful than defense in FFD. 6) Experiment with the job system, don't be static! FFD gives you enough JP to level multiple jobs on each character. Have an idea about a main role for each character, but give other jobs a try as well. You won't know what works for you unless you're willing to put in some time with different combos. This may also lead to discovering new f-abilities that can make the game considerably easier. ______________________________________________________________________________ {+CRCT+} --- II. Characters --- ______________________________________________________________________________ ============================================================================== -- A. Warriors of Light -- {+WARL+} ============================================================================== ------------------------------------------------------------------------------ -01- Sol ---------------------------------- "A carefree young lad living in the small, peaceful kingdom of Lux. Sol, with his brash nature and hot head, often gets into trouble with the surrounding townsfolk. No one is spared from his antics, least of all his childhood friend, Diana, with whom he is always arguing about something or other. His dream has always been to serve as a soldier of the Avalon Empire and ride on one of their fabled airships." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Short Sword L-Hand: LV: 3 Head: HP: 71 Body: Leather Shirt MP: 21 Acc.: STR: 12 SPD: 12 VIT: 11 INT: 5 MND: 5 Innate Abilities: Counter ------------------------------------------------------------------------------ -02- Sarah ---------------------------------- "Sarah, a divine young woman whose past is shrouded in mystery, was taken prisoner by the Empire aboard their most secure airship for reasons unknown. Though naturally quiet in nature, her grace and poise suggest that she may be more than she appears..." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Whip L-Hand: Bronze Shield LV: 2 Head: Feathered Cap HP: 43 Body: Bronze Hauberk MP: 28 Acc.: STR: 9 SPD: 11 VIT: 9 INT: 8 MND: 8 Innate Abilities: None ------------------------------------------------------------------------------ -03- Aigis ---------------------------------- "Diana's older brother, Aigis is a swordsman who has been training Sol in the way of the blade. His skill is unrivaled throughout Lux, leading many in the kingdom to refer to him as "the hero of the land." His parents passed into the great beyond when Aigis was the tender age of ten, and he has been looking after her ever since." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Iron Sword L-Hand: Bronze Shield LV: 10 Head: Bronze Helm HP: 161 Body: Bronze Armor MP: 49 Acc.: STR: 15 SPD: 12 VIT: 15 INT: 8 MND: 8 Innate Abilities: Red Magic Lv. 1, Cover ------------------------------------------------------------------------------ -04- Dusk ---------------------------------- "His composed demeanor and deliberate manner of speech belie Dusk's unfortunate status as Alba's twin brother. His shirt always tucked in, buttoned down neatly with nary a wrinkle, Disk is the polar opposite of his more... unrefined sibling. When the Empire's eyes gaze elsewhere, he sneaks out of his dilapidated hut and secretly converses with someone..." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Oak Staff L-Hand: LV: 8 Head: Pointy Hat HP: 119 Body: Silk Robe MP: 44 Acc.: STR: 11 SPD: 11 VIT: 11 INT: 11 MND: 15 Innate Abilities: White Magic Lv. 2 ============================================================================== -- B. Warriors of Darkness -- {+WARD+} ============================================================================== ------------------------------------------------------------------------------ -05- Nacht ---------------------------------- "The young, stoic Nacht was orphaned in a recent war and taken prisoner in Harmonia, a northern island to which spring never comes. These recent experiences have only hardened his already tough exterior, with his face as cold as rock and lips sealed tigher than a banker's vault." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Bronze Shield L-Hand: Iron Sword LV: 9 Head: Bronze Helm HP: 151 Body: Bronze Armor MP: 40 Acc.: STR: 14 SPD: 16 VIT: 12 INT: 7 MND: 7 Innate Abilities: Flee ------------------------------------------------------------------------------ -06- Diana ---------------------------------- "A bright, cheerful girl born and raised in Lux, Diana has always been praised by her elders for having a level head. Perhaps in part due to this, she tends to treat Sol like a young child despite their similar age. As the curtain rises on our story, Diana is waiting with bated breath for the return of her older brother, Aigis, who has been sent on an expedition to a far away land." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Staff L-Hand: LV: 1 Head: HP: 38 Body: Cotton Robe MP: 25 Acc.: STR: 9 SPD: 10 VIT: 8 INT: 7 MND: 10 Innate Abilities: White Magic Lv. 1 ------------------------------------------------------------------------------ -07- Alba ---------------------------------- "Never one to have her spirits dampened by ill fortune, Alba remains as incorrigible and acerbic in the hinterlands of Harmonia as she was before unfortunate circumstances led to her capture and subsequent imprisonment. Those who cross her or ruffle her feathers are doomed to suffer a verbal lashing for the ages." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Metal Rod L-Hand: LV: 8 Head: Pointy Hat HP: 113 Body: Silk Robe MP: 47 Acc.: STR: 11 SPD: 11 VIT: 11 INT: 15 MND: 11 Innate Abilities: Black Magic Lv. 2 ------------------------------------------------------------------------------ -08- Glaive ---------------------------------- "A childhood friend of both Sol and Diana, Glaive has more of a quick wit about him than the others. Like Sol, he is under Aigis' tutelage, hoping to become a swordsman whose name will be inscribed in the annals of Luxian history. At heart, he is both kind and gentle, watching over Sol and Diana with a benevolent smile." [ Starting Stats ] [ Starting Equipment ] Job: Jobless R-Hand: Short Sword L-Hand: LV: 3 Head: HP: 81 Body: Leather Shirt MP: 16 Acc.: STR: 13 SPD: 10 VIT: 12 INT: 5 MND: 5 Innate Abilities: Focus ============================================================================== -- C. Supporting Characters -- {+SUCT+} ============================================================================== ------------------------------------------------------------------------------ -09- Elgo ---------------------------------- "A prophet calling himself Elgo has found his way into Lux, having sensed unnerving disturbances within the Crystal's aura. Determined to discover the identities of the Warriors of Light, he finds our brave heroes in the midst of their journey..." [ Starting Stats ] [ Starting Equipment ] Job: Red Mage R-Hand: Oak Staff L-Hand: Leather Shield LV: 7 Head: Feathered Cap HP: 94 Body: Cotton Robe MP: 72 Acc.: STR: 13 SPD: 12 VIT: 7 INT: 19 MND: 21 Innate Abilities: Red Magic Lv. 3 ------------------------------------------------------------------------------ -10- Barbara ---------------------------------- "Barbara's spiked shoulder guards and winged helm call forth images of the dragoons of old, whose fires have long been extinguished by war. With her parents falling during the struggle, the four year old Barbara found protection and respite in the wings of the dragons. Dragon Valley is the land she now calls home, and she would fight tooth and claw to protect it from outsiders - including Sol and his companions." [ Starting Stats ] [ Starting Equipment ] Job: Dragoon R-Hand: Abel's Spear L-Hand: Steel Shield LV: 20 Head: Steel Helm HP: 696 Body: Steel Armor MP: 84 Acc.: Battle Boots STR: 30 SPD: 25 VIT: 27 INT: 7 MND: 7 Innate Abilities: Dragon Arts (Fire Breath), Blizzard Breath, Thunder Breath, Healing Breath, Jump ------------------------------------------------------------------------------ -11- Gramps ---------------------------------- "A older gentleman of unknown origin that Nacht's party encounters in the darkened skies of Mazewood. Though his sight was stolen from him by forces unknown, he acts quickly and with poise. Despite all his huffing and puffing, he is still welcomed by the party... but what can really be in store for him?" [ Starting Stats ] [ Starting Equipment ] Job: Ranger R-Hand: Silver Bow L-Hand: LV: 15 Head: Bandana HP: 384 Body: Silver Hauberk MP: 64 Acc.: Battle Boots STR: 25 SPD: 23 VIT: 16 INT: 9 MND: 11 Innate Abilities: Aim (Precise Shot), Aim: Mouth, Aim: Legs, Aim: Heart, Recover, Sixth Sense ------------------------------------------------------------------------------ -12- Eduardo ---------------------------------- "Eduardo, the world-renowned bard, is a solitary man who honed his skills throughout his travels to the far reaches of the land. His adventures at an end, Eduardo returns to his hometown of Rusalka, where his voice enchants all who come to partake of his ballads. On a starry night, while gazing over the western sea, he spies an alluring mermaid whose soft smile wins over his heart." [ Starting Stats ] [ Starting Equipment ] Job: Bard R-Hand: Silver Harp L-Hand: LV: 30 Head: Green Beret HP: 896 Body: Mythril Vest MP: 178 Acc.: White Cape STR: 11 SPD: 25 VIT: 18 INT: 18 MND: 22 Innate Abilities: Bardsong (Lovely Lullaby), Aiding Anthem, Magic Madrigal, Brave Ballad, Restful Refrain, Witch's Curse ------------------------------------------------------------------------------ -13- Graham ---------------------------------- "Hushed whispers throughout Kurgis speak of Graham, a dark knight lurking in the shadows of Umberwood. These sordid susurrations tell of the long-passed spirit of a valiant knight who lost his life defending his homeland from the Empire..." [ Starting Stats ] [ Starting Equipment ] Job: Dark Knight R-Hand: ??? (Dark Sword) L-Hand: LV: 30 Head: ??? (Helmet) HP: 1556 Body: ??? (Armor) MP: 80 Acc.: STR: 43 SPD: 19 VIT: 28 INT: 17 MND: 7 Innate Abilities: Dark Blade (Darkness), Curse, Onyx Wave, Last Restort, Promised Battlegear ------------------------------------------------------------------------------ -14- Argy ---------------------------------- "The latest and greatest creation of Avalon's most prominent scientist, Dr. Lugae, Argy is an android fueled by mystic energies. Rumors abound of an ultimate weapon being constructed by the Empire - could Argy possibly play a role in its completion?" [ Starting Stats ] [ Starting Equipment ] Job: Android R-Hand: Ice Knuckles L-Hand: LV: 40 Head: Gold Helm HP: 1741 Body: Gold Hauberk MP: 236 Acc.: Memorial Ring STR: 43 SPD: 43 VIT: 43 INT: 43 MND: 43 Innate Abilities: Memorandum, Proto-Recollect, White Magic Lv. 5, Black Magic Lv. 5, Battle Arts (Strike), Bash, Enrage, War Cry, Martial Arts (Kick), Lotus Strike, Aurablast, Chakra ------------------------------------------------------------------------------ -15- Matoya ---------------------------------- "Matoya's enthralling dances have won the hearts of the starry-eyed visitors to Gardenia, a hedonistic paradise situated in the midst of the Kaklim desert. She is the fourth dancer of her family to take the name Matoya and, despite her flamboyant style and ravishing looks, she holds her own as one of the most reliable pillars of Gardenian society." [ Starting Stats ] [ Starting Equipment ] Job: Dancer R-Hand: Dancing Knife L-Hand: LV: 40 Head: Gold-spun Hat HP: 1504 Body: Gold-spun Robe MP: 278 Acc.: Red Shoes STR: 19 SPD: 42 VIT: 21 INT: 26 MND: 19 Innate Abilities: Dance (Cure Waltz), Drain Samba, Osmose Dance, Frailty Polka, Heal Waltz, Slow Minuet, Third Eye ------------------------------------------------------------------------------ -16- Gawain ---------------------------------- "The knightdom of Burtgang once unified the world under its rule, with the knight-commander holding one of the most prestigious posts throughout the land. Though Burtgang may have seen better days, the brave Gawain, the nation's current knight-commander, clung to his belief that Burtgang's rose would bloom once more. Yet the knightdom's future remained dark, and Gawain lost himself in drink - until the day he encountered Sarah..." [ Starting Stats ] [ Starting Equipment ] Job: Paladin R-Hand: Galantine L-Hand: Knight's Shield LV: 55 Head: Knight's Helmet HP: 4318 Body: Knight's Armor MP: 239 Acc.: Knight's Armlet STR: 49 SPD: 26 VIT: 63 INT: 12 MND: 29 Innate Abilities: Holy Blade (Charge), Pommel, Mighty Guard, Wide Slash, Cover, White Magic Lv. 3 ------------------------------------------------------------------------------ -17- Jinnai ---------------------------------- "The Fuga relied on none other than the adroit Jinnai, master ninja, for secret missions and subterfuge. His left arm lost in battles long past, Jinnai nonetheless wields his curved blade with unmatched skill and precision. Yet disagreements about the path the Fuga had chosen did not sit well with Jinnai, and the clan swore a blood oath to hunt down the traitor." Flashback: [ Starting Stats ] [ Starting Equipment ] Job: Ninja R-Hand: Kunai L-Hand: Kunai LV: 50 Head: Black Cowl HP: 3084 Body: Ninja Gear MP: 291 Acc.: Ninja Armlet STR: 41 SPD: 49 VIT: 31 INT: 30 MND: 14 Innate Abilities: Ninjutsu (Flame, Flood, Blitz), Healing Pill, Dual Wield, Throw Chapter 3: [ Starting Stats ] [ Starting Equipment ] Job: Ninja R-Hand: L-Hand: Kunai LV: 55 Head: Black Cowl HP: 3483 Body: Ninja Gear MP: 309 Acc.: Ninja Armlet STR: 43 SPD: 51 VIT: 33 INT: 31 MND: 15 Innate Abilities: Ninjutsu (Flame, Flood, Blitz), Healing Pill, Noxious Gas, Flash, Tremor, Gale, Smoke Bomb, Stunner Restorative Pill, Image, One-handed, Throw ------------------------------------------------------------------------------ -18- Sophia ---------------------------------- "Sophia, Great Elder of Mysidia, strictly but justly rules over the fabled safe haven for mages. Despite her short stature, none underestimate her command of even the most complex of white magics, as Sophia is the most experienced seer known to man. Her age unknown to all, she is a veritable library for all matters relating to the Crystals. Perhaps she knows the reason why the world was sundered in twain?" [ Starting Stats ] [ Starting Equipment ] Job: Seer R-Hand: Shining Staff L-Hand: LV: 60 Head: Daybreak Hat HP: 2855 Body: Daybreak Robe MP: 543 Acc.: Platinum Bangle STR: 17 SPD: 32 VIT: 27 INT: 25 MND: 81 Innate Abilities: White Magic Lv. 8, Black Magic Lv. 6, Benediction ------------------------------------------------------------------------------ -19- The Mask ---------------------------------- "An enigmatic figure who protects both the Warriors of Light and Darkness from malevolent forces. The Mask wants to obtain the Ultimate Magic sealed beneath an ancient ruins - but his true agenda is unknown. Though his mask shields his face from view, something about him reminds Glaive of someone he met so very long ago..." Chapter 3: [ Starting Stats ] [ Starting Equipment ] Job: Magus R-Hand: Poison Rod L-Hand: LV: 50 Head: Gold-spun Hat HP: 2466 Body: Gold-spun Robe MP: 517 Acc.: Peace Ring STR: 15 SPD: 28 VIT: 24 INT: 73 MND: 28 Innate Abilities: Black Magic Lv. 6, White Magic Lv. 4, Clarity Chapter 4: [ Starting Stats ] [ Starting Equipment ] Job: ??? R-Hand: Demon's Rod L-Hand: LV: 60 Head: Twilight Hat HP: 2617 Body: Twilight Robe MP: 549 Acc.: Platinum Bangle STR: 16 SPD: 30 VIT: 25 INT: 81 MND: 25 Innate Abilities: Black Magic Lv. 8, White Magic Lv. 5, Clarity ______________________________________________________________________________ {+WKTG+} --- III. Walkthrough --- ______________________________________________________________________________ ============================================================================== -- A. Prologue -- {+PRLG+} ============================================================================== ------------------------------------------------------------------------------ {+PCKP+} -01- Checkpoint Party: Sol (3), Diana (1), Glaive (3) Enemies: Hornet, Goblin, Leaf Bunny, Nutkin Treasure: None ---------------------------------- Watch the intro and the following scenes and a surprise battle will ensue. You don't have any tactical options at this point. So, either manually attack the enemy or turn Auto on and watch the swords fly. Name the characters and the game will automatically exit onto the world map. Take a few moments to become familiar with the touch screen controls and the characters. Remember that you can choose between 3 different ways to move on field maps. You start out sort of in the middle of nowhere. Keep going south and follow the mountains towards the yellow dot on the minimap. Yellow dots represent towns or safe areas. Purple dots represent dungeons. The monsters in this area should be pretty easy. Just Auto battle them to death. Keep Diana in the back row for now because her HP is pretty low at the moment. Have her heal or remove poison from anyone who needs assistance. Enter the Checkpoint and talk to the soldier. Aigis will join the party after the scene is over. His level is oddly high, isn't it? Well you'll see why soon enough. Anyway, the game will put you back on the world map. Work your way back to where you originally gained control after the intro. Now continue past that area towards the north. Keep travelling until you see the town of Lux, but don't enter just yet. Take off everything Aigis is wearing before you head in. His equipment will make the next dungeon easier. It's not exactly necessary to do this, but there's really no point in keeping Aigis equipped since he will not be with you. ------------------------------------------------------------------------------ {+PLXU+} -02- Lux Party: Sol (3), Diana (2), Glaive (3) Enemies: None Treasure: Maiden's Kiss, Silk Robe, Potion x2, 100 Gil, Leather Hat, Phoenix Down, Eye Drops ---------------------------------- Some dialogue will take place and Sol will be temporarily alone (for all of 2 seconds). Follow Diana into her house and talk to her. Check the pot that is nearby to pick up a *MAIDEN'S KISS.* Head down the hall to the second room and check the shelf for a *SILK ROBE.* Leave the house and talk to Glaive and now we've got our original party back together. Head south and to the east and check the barrel to pick up a *POTION.* Now walk to the north and enter the house that is above Diana's house. We're in Glaive's house now. Walk to the east and check the shelf in that room to pick up a *POTION.* Leave Glaive's house and enter the house that is slightly west of the equipment shop. Check the pot in the back of the house for *100 GIL.* Leave this house and head to the house that is northwest of the one we just left. This is Sol's house. Head into the first room and check the barrel that is half covered by the box to pick up a *LEATHER HAT.* Enter the second room and check the shelf to grab a *PHOENIX DOWN.* Exit Sol's House and head to the pond near the item shop. Check the barrel for some *EYE DROPS.* Rest at the inn if Diana is low on MP and then exit the town. Walk north and enter Castle Lux. Keep heading north towards the castle gate until Biggs and Wedge more or less tell you to scram. Head back out and a scene will begin towards the entrance. Glaive will reveal a hidden entrance that runs below the castle. However, don't enter just yet. Make sure you've properly equipped Sol, Diana and Glaive and make sure to save first. My suggestion is to give Diana the Iron Sword and put her in the front row. This will make the battles go by a little faster. Just be careful until she hits level 3 or so. Her HP is very low before that point. ------------------------------------------------------------------------------ {+PBCL+} -03- Below Castle Lux Party: Sol (3), Diana (2), Glaive (3) Enemies: Steel Bat, Tarantula, Wererat, Ankheg Treasure: Leather Shield, Tent, Broadsword, Potion x2, Leather Helm, 100 Gil ---------------------------------- Keep walking forward and head east at the first fork. Follow this path to a chest that contains a *LEATHER SHIELD.* Backtrack to the fork and head west this time until you reach a staircase. Follow the path forward and ignore the first path to the north in favor of the second. Check the chest here for a *TENT* and then follow the path north and then west while ignoring the path to the south. Two treasure chests should come into view towards the staircase. Take the small detour in order to grab the *BROADSWORD* and a *POTION.* Head to the staircase afterwards. Proceed west at the immediate split and continue north until a chain like object appears on the west wall. This is a common type of switch that will make an appearance many, many times throughout the game. Tap it to unlock a cell on the other side of the room. Backtrack to the fork and head east to the cell. Pick up the *LEATHER HELM,* *Potion* and *100 GIL* then head back down the same path to the other side until you reach a new staircase. You'll emerge in a small room inside Castle Lux. Walk in between the two barrels and follow the hidden passage to the next room. Walk to the northern stairs and enter the next room where a scene will play. Aigis joins the party again after the scene is over and the party can now freely explore Castle Lux. ------------------------------------------------------------------------------ {+PCLX+} -04- Castle Lux Party: Sol (4), Diana (3), Aigis (10), Glaive (4) Enemies: None Treasure: Antidote, Leather Shoes, Potion, Eye Drops, 200 Gil, Phoenix Down ---------------------------------- Exit the throne room and exit the next room to the south. In this room head to the northwest and enter the door. Walk to the back of the room and check the only pot you can reach for an *ANTIDOTE.* Leave this room and head south and take the nearby staircase to the next floor. Continue forward and enter the tower. Walk to the left where 5 pots are arranged on the floor. Move around them to the west and check the middle pot for a pair of *LEATHER SHOES.* Walk to the three pots on the other side of the room and pick up a *POTION* from the pot that is to the left of the other two. Leave this room using the northern exit and walk through the hidden passage and check the two treasure chests for *EYE DROPS* and *200 GIL.* Exit to the east and cross the walkway into the next room. Check the pot that is right of the other two for a *PHOENIX DOWN.* Now descend the stairs into the next room. Pass through this room and the next one to be back in the original hall with the two doors and two staircases. Exit to the south and leave Castle Lux back onto the world map. Take a moment to equip Aigis with some gear. Remember that we took off his equipment before he left the party originally. His level is still quite high compared to the rest of the party so he doesn't need much. A Short Sword and Leather Shirt is good enough for him to be honest. However, you can feel free to buy some stuff in Lux to round out all of your characters if you think it is necessary. At the very least buy a few more Potions and an extra Tent just to be safe. ------------------------------------------------------------------------------ {+PNTC+} -05- North Cave Party: Sol (4), Diana (3), Aigis (10), Glaive (4) Enemies: Wood Eyes, Gigantoad, Python, Carbuncle, Goblin, Tarantula, Ankheg Treasure: Cotton Cap, Sacred Candle, Maiden's Kiss, Ether, Dagger, Leather Shoes, Leather Armor, Tent, Phoenix Down ---------------------------------- Head northeast on the world map first and enter the chocobo forest by walking onto the distinctly cut off patch of forest. Use Aigis or Diana's Cure spell to restore everyone to full HP and then catch the white chocobo. These birds will restore the party's MP to full when caught. You can also catch a yellow chocobo and ride it to our next destination if you want. However, it's not far and a little extra monster slaying never hurts. Either way, it won't matter much. Back on the world map, head south from the chocobo forest and then east over the bridge. Follow the linear path and save your game before entering the Northern Cave. Talk to the soldier and he'll step aside so you can enter the cave itself. Upon entering, take the stairs directly to the east of your starting location and follow the path to a chest containing a *COTTON CAP.* Backtrack to the entrance and follow the other path this time. Keep going forward and grab the chest on the left for a *SACRED CANDLE* then take the ladder down. Proceed east, but make sure to grab the *MAIDEN'S KISS* from the chest that is a bit to the south. Keep going to the east and head up the stairs then make a turn and head south. Follow the path all the way to find a chest with an *ETHER* inside. Backtrack the way you came and head to the next floor of the cave. Head north on the next floor and grab the chest for a *DAGGER.* Go back the way you came and follow the path in the other direction to a chest that has a pair of *LEATHER SHOES* inside. Head up the stairs, but don't go up the next set. Instead, head west to another chest that contains a *LEATHER ARMOR.* Make your way back to the second set of stairs and head north to the next floor. This room contains a save point and nothing else. Use a Tent if you need to rest and save your game. Proceed forward to the next floor. Move to where two figures are visible and talk to the guy closest to you. The figure on the right attacks the party after a few quick lines. Apparently, introductions will have to wait. ....................................................................... / \ . . . < Boss Fight #01 > . . . . . . Manatoise . . . . HP: ~800 . . . . Attacks: Carapace, Fire, Thunder . . . . Weakness: Ice . . . . Difficulty: * . . . ........................................................................... . . . Well here we are with the first boss fight. Manatoise is a bit . . tougher than the stuff you've likely been Auto battling your way . . through thus far. However, it still isn't too bad. Think of this guy . . as a precursor for the real stuff later on. . . . . Anyway, Manatoise mainly attacks with its Carapace physical attack . . as well as some basic black magic. Manatoise really isn't that . . dangerous on its own. However, this boss has a nasty habit of counter . . attacking your physical attacks. For this reason, it's actually a . . good idea to have Sol and Glaive basically sit around defending or . . using Potions instead of attacking. They can't really do much to . . harm the boss anyway and will probably do more harm to the party by . . attempting to attack Manatoise. . . . . The best way to damage Manatoise is by ???'s Blizzara spell, which . . should be doing around 200+ damage per cast. Manatoise will die after . . being hit by 4 casts. Diana should simply cast Cure spells alongside . . Aigis. You can cast Blizzard as well if you feel like it. That's all . . there is to this boss. No one should be dying to this boss as long . . as you keep the counters to a minimum. . . . . . \......................................................................./ Phew! Elgo will officially join the party after the boss has been defeated. Unlike our Luxian heroes, Elgo actually has a real job instead of being a Jobless bum. His Red Mage abilities are pretty handy (if it wasn't already obvious from the boss fight :P) and he can even fight with a sword. Speaking of which I suggest doing just that and placing him in the front row. You can always switch for boss fights. Anyway, we're not quite done with the Northern Cave just yet. Go back and save your game if you wish and then head south from the location of the boss fight and follow the path to a chest containing a *TENT.* Follow the path north and ignore the moogle on the right for now. Pop the chest for a *PHOENIX DOWN* and then backtrack to the previously ignored exit. The moogle by the cave exit basically sells the same stuff as the Luxian shops. Purchase any last minute supplies that you need. Exit the Northern Cave after you're done. ------------------------------------------------------------------------------ {+PCTM+} -06- Crystal Temple Party: Sol (7), Diana (6), Aigis (10), Glaive (7), Elgo (7) Enemies: Red Mousse, Imp, Cursed Bronze, Stunner, Blood Bat, Lizard, Vassago Treasure: Antidote, Phoenix Down, Bronze Hauberk, Feathered Cap, Bronze Helm, Bronze Armor, 600 GIL, Potion, Pointy Hat, Tent, Rod, Metal Claw ---------------------------------- Follow the trail to the structure around the mountain after exiting the Northern cave. Use a Tent here if you didn't backtrack to the previous save point. Save your game and head into the Crystal Temple. After entering, head north to the next room and then north again. Move a bit north until 2 doors are visible on the right and left. Head west and enter the door to pick up an *ANTIDOTE.* Leave this room and enter the southern room to get a *PHOENIX DOWN.* Head over to the east side and enter the door for a *BRONZE HAUBERK.* Once again, leave this room and enter the southern room on this side for a *FEATHERED CAP.* Exit this room and return to the original position on the previous screen. Head north and take the stairs to the next floor. ### By the way, keep an eye out for the Red Mousse monster. It can't ### ### be harmed at all by your physical attacks. Use Aigis or Elgo's ### ### Fire spell to take it out in one cast. ### Head west and then south and west again when possible and enter the room with a long hallway. Walk all the way south to find a chest with a *BRONZE HELM* and then backtrack to the previous room. Head west and enter the door in the middle of the room. Grab the *BRONZE ARMOR* from the chest and then leave this room. Head south and keep going until you end up in another room with a chest that contains *600 GIL.* Exit this room and continue to the bottom of the screen and head up the stairs to the next floor. Proceed in either direction and then wrap around the stairs into the room in the middle. Pick up the *POTION* and then head out and go north and then west for a chest containing a *POINTY HAT.* Proceed down the stairs and pick up the *TENT* and then backtrack to the middle of the previous room. Follow the eastern path this time and head up to the next floor. Go directly north and open the chest for a *ROD.* Exit this room and head south then west ignoring the first path north in favor of the second one. Pop the chest in the next room for a *METAL CLAW* and then backtrack and take the other path north this time. Follow this path to a set of stairs and head up to the next floor which has the last save point for the Prologue. Use a Tent here and save your game and then proceed through the door into the Crystal Chamber. Keep going forward and tap the crystal to start a scene. A boss fight begins shortly afterwards. ....................................................................... / \ . . . < Boss Fight #02 > . . . . . . Watchbeast . . . . HP: ~1,600 . . . . Attacks: Blaze, Soul Despair . . . . Weakness: Fire . . . . Difficulty: * . . . ........................................................................... . . . This boss is pretty much the same as Manatoise except that you can't . . technically win it. Have Elgo cast Fira every turn since the boss is . . weak to the fire element. Fira should be doing nearly 400 damage a . . cast. Diana can probably handle healing duty by herself so Aigis is . . free to cast his Fire spell. He may even learn the Magic Bomb fusion . . ability (more on these in section VI) which does slightly more damage. . . Watchbeast will use Soul Despair to bring everyone down to critical . . health once it has sustained around 1,600 points of damage and the . . battle will end. . . . . . \......................................................................./ Watch the following scenes that include a bunch of people you have no idea about. The Prologue will end afterwards and Chapter 1 will begin. ============================================================================== {+CPT1+} -- B. Chapter 1 -- "Reckoning" ============================================================================== ------------------------------------------------------------------------------ {+1HMI+} -07- Harmonia Party: Nacht (9), Alba (8), Dusk (8) Enemies: None Treasure: Antidote x2, Potion x3, Tent, Phoenix Down ---------------------------------- Watch the scenes and eventually you will gain control of a different set of characters. Nacht's party does not have access to any items, equipment or gil that was obtained by Sol's party. The same applies in reverse. However, this is hardly an issue. Both parties have access to nearly equivalent shops, magic and treasure chests throughout the game. Walk north and east and enter the house that's there. This is the house that we just saw during the scene. Check the pot on the left side to pick up an *ANTIDOTE* and then leave the house. Head south and walk around to the front of this house and search the pot by the door for a *POTION.* Enter the house and tap the pot on the left side to get a *TENT* then leave the house. Walk to the west and skip the first house, but enter the second one. Check the lone pot for a *PHOENIX DOWN.* Exit that house and head to the house west of that one. Enter and search the pot on the left side for an *ANTIDOTE* and then head north to the next house. Enter this house and head to the fireplace. Search the pot for a *POTION* and then leave the house. Search the closest barrel on the right side for another *POTION.* At this point you can exit Harmonia and enter the airship that is docked nearby. Head in and talk to the soldier to enter the airship. Have Nacht talk to everyone in the room to proceed. After some dialogue open the chest and Nacht's team will be given equipment and supplies. After some more dialogue you will be in another location. To the north is a healing pot and a soldier that sells some supplies. You really shouldn't need anything, but feel free to buy anything you want. ------------------------------------------------------------------------------ {+1MLX+} -08- Mount Lux Party: Nacht (9), Sarah (2), Alba (8), Dusk (8) Enemies: Hobgoblin, Cockatrice, Basilisk, Floating Eye, Bomb, Sprinter, Goblin Treasure: Iron Bangle, Potion, Antidote, Tent, Iron Bow, Leather Shoes, Hi-Potion, Kenpogi, Ether, Phoenix Down, Spear, Iron Shield ---------------------------------- Exit the airship and head north to enter Mount Lux. Sarah starts at a very low level compared to the rest of the team. Definitely keep her in the back row until she gains a few levels. Make sure Dusk keeps her alive with his Cure spell. Move forward and follow the path until you see two sets of steps to climb. Head up the one on the right and grab the *IRON BANGLE* from the chest at the top. Climb back down and head west while skipping the other steps leading north. Follow this path to a chest that contains a *POTION,* then retrace your steps back to the skipped path. Take these steps all the way north to the next screen. Head to the steps on the left and follow them up to a chest containing an *ANTIDOTE.* Backtrack to the original position and follow this path for a while until there are two ways to go. Head up the closer path first to grab a chest with a *TENT* inside then backtrack and follow the other path. Keep going forward but don't head north after the second set of steps. Head to the west first and proceed south to grab an *IRON BOW.* Head back up and this time take the northern steps up to the next screen. Use a tent at the save point if you need to and then grab the *LEATHER SHOES* from the nearby chest. Keep heading north to find a chest containing a *HI-POTION* and then head west and south to the next screen. Keep going south and then to the west to grab a *KENPOGI.* Head back up and east then south and climb up the nearby steps to reach a chest with a *ETHER.* Head back down and continue east to grab a *PHOENIX DOWN.* Head back to the middle and take the steps leading down all the way to a *SPEAR.* Head back up and then work your way west following the path to the next screen. On the next screen follow the path for a while, but head west when possible to find a chest with an *IRON SHIELD.* Backtrack to the initial position and take the opposite route. This is a straight path to the exit of Mount Lux. A short scene will take place and then you'll be on the world map. ------------------------------------------------------------------------------ {+1TMC+} -09- Crystal Temple Party: Nacht (10), Sarah (7), Alba (9), Dusk (9) Enemies: Floating Eye, Mud Golem, Bomb, Killer Mantis, Hobgoblin, Red Mousse Treasure: Iron Helm, Iron Armor, Phoenix Down, Tent, Ether, Main Gauche, Headband ---------------------------------- Head south for a bit on the world map and enter Crystal Temple. Head east and south and tap the healing pot if you need to refill. Walk back west and south then head up to the next floor. Enter the eastern door and follow the path all the way to an *IRON HELM.* Backtrack to the fork and follow the other path to the next floor. Keep moving forward past the stairs and tap the unlit candle to open up a secret passage to the south. Open the chest for an *IRON ARMOR* and then head up the stairs that were previously skipped. Follow the path around the wall and take the stairs leading down first. Pop the chests for a *PHOENIX DOWN* and a *TENT* and then head back upstairs. Head west this time and continue up the next set of stairs. Enter the western room to grab an *ETHER* and then head into the middle room. Go up the stairs and head into the eastern room for a *MAIN GAUCHE.* Backtrack to the original area with the three doors and this time enter the eastern room. Open the chest for a *HEADBAND* and then head up the stairs to a save point. Proceed north and watch the scenes. A familiar boss fight ensues afterwards. ....................................................................... / \ . . . < Boss Fight #03 > . . . . . . Watchbeast v.2 . . . . HP: ~2,200 . . . . Attacks: Right Arm, Roar, Blaze, Soul Despair . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... . . . Although this is the same boss that Sol's party fought, this fight is . . actually quite different. For one, there's no super powered Elgo to . . roast Watchbeast with Fira spells anymore. Watchbeast also has some . . additional attacks. Right Arm is similar to its normal physical attack . . but it hits a little bit harder. Roar is a single target attack that . . stuns its target. Stunned characters have their turn gauge completely . . reset even if they were in the middle of casting a spell. That can be . . pretty annoying if you happened to need a Cure. This version of the . . Watchbeast also attacks twice sometimes. . . . . The fight is a little bit harder since its longer and you have no crazy. . magic damage to throw at it. Have Sol and Sarah keep hitting it with . . their weapons while Alba casts Fire. Its weakness is the same so Alba's. . Fire spell is the best way to deal damage. Dusk should open with a Slow. . spell and then keep Curing. The watchbeast will use Soul Despair again . . just like it did against Sol's party. However, you actually need to . . keep fighting so don't stop! Quickly use a Potion on someone to avoid . . suffering a game over due to an untimely Blaze. After that have Dusk . . put out a Cure spell as quickly as possible. Continue as normal after . . that and the boss should go down. . . . . . \......................................................................./ Watch the scenes that follow and you'll be in control of Sol's team again... sort of. ------------------------------------------------------------------------------ {+1MTC+} -10- Crystal Temple Part 2 Party: Sol (7), Sarah (10), Aigis (11), Dusk (11), Elgo (8) Enemies: Vassago, Stunner Treasure: None ---------------------------------- Tap Elgo and then Sarah and Dusk and then Elgo again. After the scene, walk over to each crystal shard and tap them all. Talk to Elgo again and your party will be full again. The job system is now unlocked and there are 7 jobs with 3 JLVs each that can be gained. You've got plenty of time to level up your jobs. For now choose some jobs for your team and start getting a feel for them during the first 3 JLVs. I recommend having 2 characters change to melee jobs and 2 characters change to spellcasters. Feel free to experiment. More job specific info can be found in section IV. Anyway, exit to the south when you're finished making your selections. Save your game and use a Tent if necessary. Head south to the next room and keep going until you can head east and then south a little to the next room. Keep walking south and then around the wall and then north to the next room. Walk around this wall, ignore the room and keep heading north. Walk around this wall and keep going north. Take the stairs down to the next floor and then keep heading south until you're back on the world map. ------------------------------------------------------------------------------ {+1WRD+} -11- World Map Party: Sol (8), Sarah (10), Aigis (11), Dusk (11), Elgo (8) Enemies: Wood Eyes, Goblin, Bugbear, Grass Tortoise Treasure: Chocobo summon ---------------------------------- Keep moving to the south while following the path. Ignore the caves and keep heading south to a bridge. Cross the bridge and a scene will occur with a surprising discovery. After that's finished, you'll be back on the world map. Head slightly south and then west, follow the thin path north and enter the chocobo forest. Catch the white chocobo if you need an MP refill and then catch the yellow chocobo once to acquire the *CHOCOBO* summon. This summon is fairly useless compared to Sylph, but whatever. Either exit the forest or catch a yellow chocobo if you don't want to deal with weaklings on the world map. Keep heading south for awhile until you see the yellow dot on the minimap. This should look familiar since it's the Checkpoint from the very beginning of the game. Head towards it and enter the Checkpoint. Head straight through since the soldier is gone and the gate is magically raised. The monsters are tougher on this side of the checkpoint. They're still not hard, but I figured a warning was in order. Anyway, follow the path south for quite a distance and enter the town of Liene. ------------------------------------------------------------------------------ {+1LNE+} -12- Liene Party: Sol (8), Sarah (10), Aigis (11), Dusk (11), Elgo (8) Enemies: Killer Mantis, Mangy Hound, Antares, Hornet, Desert Hare Bugbear, Grass Tortoise Treasure: Antidote, Gold Needle, Hi-Potion, 10 Gil ---------------------------------- Head south under the bridge and walk up the east stairs. Ignore the immediate house and continue east and then north to the barrel and pot. Check the pot for an *ANTIDOTE* and then head south to another pot and barrel duo. Tap this pot for a *GOLD NEEDLE* and then head back down the stairs that you originally came up. At the bottom of the stairs head east and walk underneath the walkway to a lone pot containing a *HI-POTION.* Head back the way you just came and walk along the road and then head north right after you pass the magic shop. Tap the right barrel for *10 GIL* and then head back to the middle of the town. Walk south and enter the inn on the east side. Speak to the innkeeper and agree to rest in order to start a scene. Exit the inn after its over and make sure to upgrade your equipment and buy new spells. I would suggest fighting around town until you can buy everything you need. When you're finished, head west from the town and then keep heading north along the mountains. At the end of the trail, head west and enter Mount Liene. ------------------------------------------------------------------------------ {+1MLN+} -13- Mount Liene Party: Sol (11), Sarah (12), Aigis (13), Dusk (13), Elgo (11) Enemies: Bomb, Mud Golem, Cockatrice, Flamehound, Hobgoblin, Floating Eye Lesser Lopros Treasure: Potion, Oak Staff, Ether, Tent, Magic Missile f-ability, Antidote, Golden Needle, Metal Rod, Hi-Potion, Headband, Kenpogi ---------------------------------- Head up and talk to the guy blocking the way. After the scene is over, head north a little bit and then walk east to a chest containing a *POTION.* Walk back the way you just came and head west this time. Keep following the path until the next screen. Immediately head east to pick up an *OAK STAFF* and then head north all the way to a door leading outside. Walk west and cross the bridge to a chest with an *ETHER.* Head back into the cave and walk east to another door leading outside. Head west and cross the bridge then head up the stairs and walk west and then south to a chest containing a *TENT.* Head back up and enter the door leading to a save point room. There's no boss here so you don't necessarily need to use a Tent. Leave the room through the west exit and then continue west until a scene begins. The party will randomly learn the f-ability "Magic Missile" at the end of the scene. Read the brief tutorial on f-abilities and then continue west to a door leading to another area. Head up and take the ladder down to the next level. Head east on this floor and then south to grab an *ANTIDOTE* from a chest and then retrace your steps and head the opposite way. Go down the ladder and pick up a *GOLDEN NEEDLE* on the way to the door leading outside. Head south on this screen and open the chest for a *METAL ROD.* Back up and then head west this time and follow the path north then south. Walk past the door and tap the chest for a *HI-POTION* then head inside. Follow the path down the ladder and head west for a *HEADBAND.* Walk back to the fork and head south to the next area. Head south until you can go west and then go north until you reach a chest with a *KENPOGI.* Backtrack to the split and head south all the way down to the exit. Head west past the forest to enter Castle Liene. ------------------------------------------------------------------------------ {+1CNE+} -14- Castle Liene Party: Sol (12), Sarah (13), Aigis (14), Dusk (14), Elgo (12) Enemies: Soldier, Gargoyle, Yellow Jelly, Mangy Hound, Phalanx Wild Rat, Sergeant, Bugbear Treasure: Bard's Tunic, Tent, Elixir, Baghknakhs, Phoenix Down, Main Gauche, Longsword, Iron Helm, Iron Armor, Ether, Dirty Magazine ---------------------------------- A brief scene will begin upon entering Castle Liene. After it ends, walk forward and talk to the soldiers to enter a battle. This battle is nothing different from the random encounters thus far so just end it the way you would normally do so. After the battle head north and enter the castle itself. Head north a little and then east first and enter the room here through the door. Step down once and then walk west to reach the chest with a *BARD'S TUNIC.* Check the other chest in the back for a *TENT* and use the healing pot if you need to. The soldier in this room sells the same things as the shops in Liene. Buy anything you may need and then exit the room. ### Just like the Red Mousse from before, you can't really hurt ### ### the Yellow Jelly with physical attacks. One cast of Thunder ### ### should take them out, though. ### The western door on the other side is locked so just ignore it and head to the north instead. The door on the far north is also locked so just move up the stairs to the next floor for now. Walk north a bit until two pots on both sides of the throne come into view. Check the pot on the right for an *ELIXIR* and then head south and exit at the end of the path. In the next area head up either staircase and enter the nearby door. Pick up the *BAGHKNAKHS* and leave the room, head north and descend the stairs. The next bunch of rooms have visible soldiers wandering around. Coming too close to them will initiate a battle. Avoid or slaughter them as you wish. Head south and then west until you reach the next room. Head south and then search the pot on the right for a *PHOENIX DOWN.* Follow the path forward and leave the room through the southern exit. In this room head east a little and then north until you get a *MAIN GAUCHE.* Head back down and then go east and keep going to the set of stairs in front of you. Grab the chest in this room for a *LONGSWORD* and then head to the door between the two pillars. Pick up the *IRON HELM* and *IRON ARMOR* from the chests and then head back to the main area. Head north and follow the path through the door and down the stairs to reach a save point room. Head down and talk to the soldier in the next room to start a quasi boss fight. ....................................................................... / \ . . . < Boss Fight #04 > . . . . . . Hell Minion & Butch . . . . HP: Hell Minion - ~1,500 . . Butch - ~2,300 . . . . Attacks: Hell Minion - Wag your tail!, Feeding time!, Haste, Berserk . . HP Restore, Critical, Swing . . Butch - Tail Wag, Feed, Roar . . . . Weakness: Hell Minion - None . . Butch - None . . . . Difficulty: * . . . ........................................................................... . . . Despite not having the boss fight music, I would consider this a boss . . fight so take it "seriously." The battle begins with the Hell Minion . . by himself. After whacking him a bit, he'll summon his pet... chimera . . Butch. Hell Minion spends his rounds commanding Butch while it's still . . alive. Wag your Tail! does about 80 damage to everyone, Feeding time! . . is a double attack that drains HP each time. Butch can also use Roar . . which will stun every member of your team. . . . . Neither boss is weak to anything and Butch has pretty high elemental . . resistance apparently. However, Elgo's -ra tier spells will still do . . around 150 damage or so. Other attacks that work well are Sylph, . . Strike and the f-ability Magic Bomb (I'd be surprised if you didn't . . learn this one by accident). You can also cast Slow on both enemies to . . bring their turns down to a crawl. Two people casting Sylph will . . likely be enough healing to the point where you don't need anyone just . . waiting around casting Cure. . . . . Hell Minion will get rather pissed off when Butch dies and cast Haste, . . Berserk and restore 500 HP. He will then be able to double attack and . . will regularly use Critical and Swing. You can recast Slow on him to . . take him back down a notch. After that it's just a matter of finishing . . him off. This fight should be pretty easy if you use Summoners because . . Sylph is just so overpowered throughout most of Chapter 1. . . . . . \......................................................................./ Well that was fun, I guess. Head north and tap the part of the jail cell with the Gnome on the other side. Agree to free him and he'll scurry off telling you about the latest rage in rare hunting. Whatever choice you answer about tails doesn't matter. Head over to the next cell on the left and let the Prisoner out the same way and a scene will begin. Head into this cell after the scene is over and search the pot for an *ETHER.* Head back to the save point room and consider using a Tent if you're out of juice because you have to wade through some more monsters on your way back out of Castle Liene. Backtrack all the way to the very first hallway to find a soldier entering one of the previously locked doors. Follow his lead and enter the room as well after using the healing pot in the other room if needed. What's this, he vanished?! The goal in this room is to find a hidden door behind the shelf on the back wall. You can interact with most of the stuff in this room like the shelf and the clock for instance. Of particular interest is the bed on the right side of the room. Check it twice to witness a humorous scene about a dirty magazine and Sarah taking it away. You can view the scene from a slightly different perspective based on who is leading your party. They are all pretty funny so I suggest seeing them all. However, save Elgo for last as he will manage to keep the *DIRTY MAGAZINE!* You can use this item once from your items menu to witness another humorous scene, but you'll consume the magazine in the process. The magazine can also be used in battle to restore a very small amount of MP. Now that we've accomplished that epic task let's actually get past this room, shall we? Head down to the entrance to the room and examine the pot that is surrounded by the other two pots. Scoop up some water from it and bring it over to the flowers and water them. This will open up a hidden passage on the back wall. Walk through it and continue to the next floor where you can take some stairs leading down. Head east and then north through the door and in the next room walk through the hidden passage. Check the southern exit first to unlock the other door from the main hallway. Head north through the other door where a scene will begin. After it's over, leave Castle Liene. Move forward where you should see a docked airship. Ignore it for now and keep going northwest to a chocobo forest. Grab the chocobo summon if you somehow missed it before. This forest has a black chocobo instead of a white one. These are basically yellow chocobos that fly instead of running. This allows them to cross shoals and rivers. The main benefit of these chocobos is that they allow you to backtrack to previously visited areas without the hassle of running through every single dungeon. Now's the time to grab missed treasures from a previous area if you need to. Otherwise, head back to that airship and enter it. ------------------------------------------------------------------------------ {+1WRS+} -15- Warship Party: Sol (15), Sarah (15), Aigis (16), Dusk (16), Elgo (15) Enemies: Battlemage, Swordsman, Sergeant, Sergeant Major, Cavalier Treasure: Battleaxe, Ether, Iron Bangle, Iron Shield, Crossbow, Iron Armlet, Hi-Potion x2, Phoenix Down, Star Pendant, Wizard's Hat, Chain Whip ---------------------------------- Head west and climb the ladder and a scene will begin. There will be a battle after the scene is over. These are regular enemies that you'll be fighting within the Warship. Once the battle is over you'll automatically enter the Warship's interior. Head straight for the door in front of you to find a save point and a moogle shop. The save point will give you the "bla bla" about how this is the last one for Chapter 1. However, you still have some stuff to do in here, so don't worry about it right now. The moogle sells the same goods as the soldier in Castle Liene and Liene's shops. Climb up the ladder after you've finished doing whatever you needed to do. In this room there is a soldier who wanders around and will attack if you fall into his line of sight. You can avoid him if you really want to, but it can be annoying to wait sometimes. Enter the eastern room and head up to the two switches on the wall. Hit the right switch to reveal a secret door on the other side of the room. Enter the room and pop the chests in the back to receive a *BATTLEAXE* and an *ETHER.* Return to the room with the wandering soldier and enter the western room for an *IRON BANGLE.* Head back to the save point room because the northern door is locked for now. Exit the save point room and head north to a ladder leading down. Enter the western room and grab the *IRON SHIELD,* then enter the eastern room. Reverse the row positions of all your characters (back <-> front) and then search the chest. An alarm will trigger pitting you against some normal enemies in a back attack. You'll pick up a *CROSSBOW* for your trouble. Fix your rows now and then head south from the previous room. There's another wandering soldier here to kill or avoid. Make your way to the northeastern room for an *IRON ARMLET* and the southeastern room for a *HI-POTION.* Return to the previous room and ignore the northwestern room. Enter the southwestern one and flip the switch here to open up the ladder. Head down to the next area. Enter the door on the left and grab the nearby *PHOENIX DOWN* from the chest and then continue north. Hit the chest on the way for a *STAR PENDANT* and then exit through the east passage. Avoid or kill the wandering soldier here and head south first to grab a *WIZARD'S HAT.* Head north to find yet another of these pesky wandering soldiers. The western room only has a save point in it so you can ignore it if you want. Head into the north room to trigger a battle against some regular enemies. After the battle you'll receive the aft deck key. Leave this room and head back to the first wandering soldier and take the eastern passage. Open the nearby chest for a *CHAIN WHIP* and then follow the path to another chest with a *HI-POTION* inside. Exit this room and head back up the ladder. Keep going north until you reach the first floor. Head back to the save point room with the moogle shop and save/use a Tent. This is the last stop before the final part of Chapter 1. Head into the next room and check the northern door to unlock it using the key. Exit through the door and a battle will begin with a bunch of normal enemies. Beat that one and another will start right after. Keep your HP up but don't go all out on these cronies. A boss battle will begin after the second battle. ....................................................................... / \ . . . < Boss Fight #05 > . . . . . . Captain & Battlemage + Phalanx . . . . HP: ~2,100 . . . . Attacks: Axe, Takedown, Body Slam, Swing . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... . . . The Captain is the main target in this fight while the Battlemage and . . Phalanx aren't unique in any way compared to regular encounters. Take . . out the Battlemage and Phalanx quickly because they work together . . surprisingly well with the boss. The Battlemage loves to cast Toad on . . your party which will double the damage dealt to that target by the . . Captain. His single target attacks already cause 150 damage or so to . . the front row. You don't need that to become 300. This fight becomes . . much easier once the trash is taken care of. The Captain is still a . . strong adversary, but, he isn't really capable of killing anyone by . . himself even with his double actions per turn. . . . . The boss is highly resilient to physical attacks to the point where . . even a Strike will do <100 damage at most. Elgo's -ra tier spells are . . once again the best way to deal damage since they hit for 300+. Sylph . . is also a good option as is Magic Bomb. The only thing to watch out . . for at this point is Body Slam since it can cause confusion. Simply . . choose the attack command and tap an ally to target them. Confusion . . will be removed if the attack connects. Try to end this fight with . . a decent amount of HP because you're in for a surprise. . . . . . \......................................................................./ Watch the scenes that begin after defeating the boss. We get to fight another boss now, yay... ....................................................................... / \ . . . < Boss Fight #06 > . . . . . . Baugauven . . . . HP: ???? . . . . Attacks: Fira, Firaga, Heat Wave, Final Backdraft . . . . Weakness: Ice . . . . Difficulty: * . . . ........................................................................... . . . As you can probably surmise, Baugauven is a complete pyromaniac. He . . will mainly attack with Fira and sometimes double up his physical . . attack. He can also cast Firaga on himself to restore HP. This fight . . is actually unwinnable. However, you need to survive for a bit until . . he decides to squash you. Just spam Sylph, Cure and Cura and you . . won't have any issues. The battle is over once he uses Heat Wave and . . then his signature attack, Final Backdraft. . . . . . \......................................................................./ Watch the scenes until another battle starts. However, you're restored to perfect fighting condition and this is just a normal battle. Slaughter them and watch some more scenes. You'll even catch a glimpse of some people you probably forgot about. ============================================================================== {+CPT2+} -- C. Chapter 2 -- "The Generals Approach" ============================================================================== [ A Dragon's Love ] ------------------------------------------------------------------------------ {+2WRD+} -16- World Map Party: Sol (16), Sarah (17), Aigis (17), Dusk (17) Enemies: Big Eye, Ostrich, Rabid Nutkin, Triffid Treasure: 5 JP ---------------------------------- Watch some scenes after starting up Chapter 2. The party will receive 5 JP at the very end. JP are used to raise the maximum attainable JLV of a job so you can gain a higher stat bonus and new abilities as well. JP are relatively scarce at the moment, but, this will soon change. Spend the first 5 points intelligently so you can start working on higher abilities rather than just levelling everything. My only suggestion is to start working one character as a Red Mage ASAP. This job has one of the best JLV 20 abilities, but the job itself starts to decline in usefulness rapidly by Chapter 3. Consult section IV for more information about the job system. Spend your JP and switch your jobs and then head southeast towards the town of Braska. ------------------------------------------------------------------------------ {+2BRK+} -17- Braska Party: Sol (16), Sarah (17), Aigis (17), Dusk (17) Enemies: None Treasure: Hi-Potion, Phoenix Down, 50 Gil, Potion ---------------------------------- Walk forward and enter the small house to the west of the entrance. Examine the shelf on the back wall for a *HI-POTION* and then leave. Walk directly west and face up to check the box hidden amongst the trees in order to grab a *PHOENIX DOWN.* Walk back east a little bit and then head north past the equipment shop and enter the house above it. Check the pot on the right side of the house to get *50 GIL.* Leave that house and head directly east to a lone box that contains a *POTION.* Check the shops to see if you need any upgrades since there are finally some new items in stock compared to Chapter 1. We found a good amount of it already in treasure chests and such. Pick up a Tent or two as well if you don't have any left. I also recommend keeping at least 5 of every cheap status relief consumable. You just never know when they will come in handy in the middle of some dungeon. However, skip the Golden Needles as they are way too pricey at this point and there aren't any enemies that can inflict instant petrification yet. Leave Braska when you're finished and make a short trip to the west and enter Cave to Deist. ------------------------------------------------------------------------------ {+2CTD+} -18- Cave to Deist Party: Sol (16), Sarah (17), Aigis (17), Dusk (17) Enemies: Cait Sith, Cave Turtle, Red Cap, Rabid Nutkin, Tunneler, Pineapple, Drake, Werewolf Treasure: Hi-Potion, Silver-spun Robe, Bandana, Phoenix Down, Healing Staff, Tent, Steel Shield, 100 Gil, Poison Knuckles, Ether ---------------------------------- Walk over to the nearby chest for a *HI-POTION* and then head north. Go west and head south as soon as you can all the way down to a chest containing a *SILVER-SPUN ROBE.* Head back up to the split and this time follow the path west and then south into the next room. Continue following the path and head east at the fork. Grab the *BANDANA* from the chest and then return to the split and head south into the next area. Walk east and tap the chest for a *PHOENIX DOWN* then continue south if you need to use a save point. Head back to the entrance of this room and go west this time. Ignore the ladder for now and head south for a chest containing a *HEALING STAFF.* Now head up the previous ladder and then keep walking south and east over the first bridge. Move past the second bridge and head east to grab a chest with a *TENT* inside. Go back to the second bridge and cross it to reach a door leading to the next area. Follow the path until it divides and head south first to reach a chest with a *STEEL SHIELD.* Head back to the split and go west and south until you reach a passage to a new part of the cave. Move east and climb the ladder, then continue east and south through the narrow passage. Tap a chest with *1000 GIL* inside then go back north and then head west until another ladder is visible. Move down the ladder and keep going south to spot a chest with a pair of *POISON KNUCKLES* inside. Backtrack to the higher ground and keep going west and then south. Open the chest at the bottom for an *ETHER.* Head east to the save point and then leave through the southern exit. Watch the brief scene and then a battle with a Drake will commence. This fight isn't meant to be winnable. Just keep your HP up while striking the Drake and eventually the battle will be stopped. You'll be on the world map after a short scene. Head south until you reach the town of Deist. ------------------------------------------------------------------------------ {+2DST+} -19- Deist Party: Sol (18), Sarah (19), Aigis (19), Dusk (19) Enemies: Werewolf, Deist Eagle Treasure: 300 Gil, Potion, Antidote, Spear, Silver Bangle, Hi-Potion, Golden Needle, Drowsy Ring ---------------------------------- A scene will begin as you enter the town. After it's over, head over to the west and then north to the big tombstone. Check this "fancier than the rest" tombstone for a little info on a dragoon and his dragon. Head back and cross the bridge then descend the nearby wooden steps. Head east a little bit and then walk south as soon as a patch of grass is visible. Walk south through the short tunnel and check the pot for *300 GIL.* Move back north and enter the nearby house. Check the shelf in the back to pick up a *POTION* and then exit the house. Follow the path east and talk to the boy standing in front of the house. Enter the house and check the pot for an *ANTIDOTE* as well as the two spears in a crate for a *SPEAR.* Talk to the man in the bed to begin a brief scene. Exit the house and walk southeast to a familiar looking bit of land. Walk through the tunnel just like before and examine the pot for a *SILVER BANGLE.* Make your way back to the wooden steps and proceed through the nearby door. Keep going north past the tree and make a right turn. Follow this path and enter the cave to the east of the rocks. Tap the chain hanging on the wall to produce a hidden door in the wall, but, don't go in just yet. We'll come back to it a bit later because it's a bit of a hassle at this point. Walk past it and exit the cave to the south. Check the pot for a *HI-POTION* and talk to the kid hanging around here. Make your way back through the cave and talk to the guy with the tan hair who is around the rocks. Head back to the tree south of the equipment shop and then enter the house with the guy standing in front of it. Check the left most pot for a *GOLDEN NEEDLE* and then leave the house. Continue heading west and then south and enter the big house with the old guy in front. Check the shelf in the back for a *DROWSY RING* and then talk to the old lady. Tell her "YES" when prompted and she'll give you Abel's Spear. Exit the house when you finish the conversation. We're finished exploring and moving the story forward so time to check out the shops. Deist has better stuff than Braska even though that wasn't too long ago. Most of the equipment is a bit pricey, so it's likely that you will not be able to afford everything. Don't worry about it at this point, just buy what you can. Prioritize Cura, Fira, Blizzara and Thundara as they are significant upgrades to their long outdated tier 1 variants. After you've finished stocking up, leave Deist. Your goal is that purple dot to the northwest. So head over there and stop at the nearby chocobo forest if you need to restore any lost MP. Approach the clearing in the middle of the forest to enter the Dragonweed Gardens. ------------------------------------------------------------------------------ {+2DGW+} -20- Dragonweed Gardens Party: Sol (19), Sarah (19), Aigis (19), Dusk (19) Enemies: Ensign, Werewolf, Red Cap, Deist Eagle Treasure: None ---------------------------------- A scene will play right after you enter the garden. You'll be thrust into a boss battle immediately after it's over. ....................................................................... / \ . . . < Boss Fight #07 > . . . . . . Lieutenant & Ensign x2 . . . . HP: ~2,600 . . . . Attacks: Axe, Critical, Body Slam, Swing . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... . . . This battle is virtually identical to boss fight #5 from Chapter 1 in . . terms of the enemy setup. The main difference is that the Ensigns have . . a bit more HP than the ones from the previous battle. The Lieutenant . . is virtually the same as the Captain in every regard with more HP. The . . boss has a nasty habit of hitting a target with Body Slam and then Axe . . or Critical. Since these attacks are considered abilities, they will . . not break the confusion status. Dispatch the Ensigns quickly so that . . they are unable to assist the Lieutenant in dealing fatal blows. Their . . Blizzara spells pack a whallop, so be ready for a quick Cura or Sylph . . at all times. . . . . The boss itself is somewhat resistant to physical attacks, but Strike . . will do decent damage coming from a Warrior or Monk. Your recent spell . . upgrades will probably be the best source of damage you have at this . . point unless you're knowledgeable about f-abilities. Black Mages are . . going to start to shine for a while now that you have access to the . . -ra tier of spells. . . . . . \......................................................................./ After the battle you'll do some conversing. When that's over, head north a few steps through the damaging stuff and tap the plant to receive the dragon grass. Once you've gotten it, head all the way south until you're back on the world map. Stop by the chocobo forest and restore your MP again and then grab a yellow chocobo to get to the next destination quicker. Or you can skip it and gain some EXP/AP. Either way, head back to where Deist is on the world map, but don't head north to the town itself. Instead, keep heading east to a mountain pass. I would suggest popping a Tent now even if you don't really need it. It's going to be a long trek. Enter Dragon Valley when you're all set. ------------------------------------------------------------------------------ {+2DGV+} -21- Dragon Valley Party: Sol (20), Sarah (20), Aigis (21), Dusk (21) Enemies: Red Cap, Stinger, Zuu, Elemental, Ogre Treasure: Antidote, Phoenix Down, Ether, Hi-Potion, Bronze Armlet, Slasher, Chainmail, Echo Grass, 500 Gil, Dry Ether ---------------------------------- Talk to the drake that's right in front of you for a scene to begin. Head north after the scene is over and then up the wooden steps to the west. Go east and then south when you can for a chest containing an *Antidote* and then head all the way north to the next area. Move east and then south at the first junction for a *PHOENIX DOWN.* Go back to the junction and head north this time and a Drake will attack the party. Just beat on it for a bit and keep your HP up. It will leave eventually and you can continue on. Take the west path first to grab an *ETHER* and then head east to a new area. Go south first to pick up a *HI-POTION* and then back up and head east and south to another chest with a *BRONZE ARMLET* inside. Head north until you reach the next area. Take the west route under the overpass first to pick up a *SLASHER.* Backtrack to the original fork and head north this time and keep following the path as it curves south. Pop the chest for a *CHAINMAIL* before heading into the next segment of the valley. Head southwest on the same elevation first to get an *ECHO GRASS* from the chest. Back up and head south this time. Go west to reach a save point and then continue north and west into a small valley. A scene will commence right as you enter this area. Answer "NO" when prompted unless you need to save or something first. You'll be attacked by someone after you refuse to obey. This is pretty similar to the Drake fight from the first area of this place. Just trade blows back and forth and keep your HP up until the battle ends prematurely. Continue west into a new area and keep going west until you reach a chest with *500 GIL* inside. Now keep heading north until you reach a chest with a *DRY ETHER.* Back up to the previous split and go east until you reach the exit to the world map. Walk east a little bit and enter Dragon Roost. ------------------------------------------------------------------------------ {+2DGR+} -22- Dragon Roost Party: Sol (21), Sarah (22), Aigis (22), Dusk (22) Enemies: Werewolf, Sidewinder Treasure: Potion, Antidote, Halberd ---------------------------------- Head over to the inn / item shop and check the first barrel for a *Potion* and then leave. Walk north to the only other house here and enter it. Tap the pot in the middle for an *ANTIDOTE* and the 2 spears in a crate for a *HALBERD.* Now talk to the girl for a scene. She will leave after it's over and you can follow her out. One of the moogles inside the inn / item shop actually sells weapons and armor as well. The weapons are all different than Deist, but the armor is pretty much the same except for two accessories. Buy whatever you need and leave Dragon Roost. There will be a brief scene as you leave. Head north until you reach Highwind Tower. ------------------------------------------------------------------------------ {+2HWT+} -23- Highwind Tower Party: Sol (21), Sarah (22), Aigis (22), Dusk (22) Enemies: Werewolf, Sidewinder, Zuu Treasure: Abel's Spear, 4 JP ---------------------------------- Watch the scene that plays as you enter. After it's over, Barbara will join the party, you will acquire *ABEL'S SPEAR* as an equippable weapon and receive 4 JP. Barbara cannot switch jobs just like Elgo couldn't. However, her job is unique to her for the rest of this section. Her Dragon Arts aren't that great, but her Healing Breath can be useful at times. She also comes fully equipped with up to date equipment, so don't worry about changing anything. Anyway, we're not quite ready to explore this place yet. There is still something else we can take care of first. Leave Highwind Tower and retrace your steps back to Dragon Roost. Head east until you reach the Cave of Fulmination. ------------------------------------------------------------------------------ {+2COF+} -24- Cave of Fulmination Party: Sol (22), Sarah (22), Aigis (22), Dusk (22), Barbara (20) Enemies: Thunder Harpy, Ogre, Evil Bat, Flamehound, Dynamine, Mindflayer Treasure: Phoenix Down, Magician's Hat, Thunder Rod, Ether, Remedy, X-Potion, Man-Eater, Cat Claws, Ramuh summon ---------------------------------- This is the first Eidolon lair you're able to visit in the game. There will be one per section throughout Chapters 2 and 3. They are all optional and typically feature enemies that are harder than anything else you've been fighting. Each Eidolon lair also features a boss that can be difficult at the earliest availability. These lairs are all optional, but they are all beatable in the respective segment of the game that you can first enter them. Not to mention, clearing these lairs will keep making the Summoner job more useful. If you like using that job, you're going to want to get as many Eidolons as you can unless you really love Sylph. Head west along the path (ignore the yellow flashes, they don't do anything) and keep following it past the southern door. Pop the chest on the east side for a *PHOENIX DOWN* and then head back and through the door. Grab the chest on the other side of the wall for a *MAGICIAN'S HAT* and then follow the trail as it leads to another floor. Head west past the door to grab a chest with a *THUNDER ROD* inside. Proceed to the next floor after doing so. Keep going south until you reach a chest with an *ETHER* and then head down to the next floor. Pop the nearby chest for a *REMEDY* and then cross the long bridge for an *X-POTION.* Go back over the bridge and take the ladder down to the next floor. Head south to leave this short room. Take the ladder down to the lower part of the room and follow the path until you find a chest with a *MAN-EATER* inside. Head east now and up another ladder into another part of the cave. Tap the chest to pick up a *CAT CLAWS* and then retrace your steps all the way back up the first ladder. Take the other path this time into a small room with a save point and a quick escape point. Head through the northern passage and keep going until an old man comes into view. Talk to him to begin a boss battle. ....................................................................... / \ . . . < Boss Fight #08 > . . . . . . Ramuh . . . . HP: ~7,200 . . . . Attacks: Thundara, Judgment Bolt, Sleep, Osmose, Thunderbolt . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... . . . Ramuh is the toughest boss that you've faced thus far. One reason why . . this fight is harder is the fact that Ramuh has a ton of HP compared . . to everything else thus far. Ramuh also has some vicious attacks up . . his sleeve. His physical attack deals about 150 damage to anyone in . . the front row and his Thundara will hit for around 250 or 125 if it is . . multi targetted. Ramuh's deadlier attacks include his signature spell, . . Judgment Bolt, and the incredibly powerful Thunderbolt. The former . . will fry the entire party for nearly 250 damage and the latter will . . almost surely outright kill anyone it strikes other than a Warrior or . . Monk. Ramuh can also rarely counter physical attacks with Sleep and he . . may cast Osmose a few times. . . . . My suggestion is to bring a Summoner for Sylph healing and have your . . new companion use her Healing Breath as much as possible. If you've . . got a Warrior, Monk or Thief then have them use Strike rather than . . standard attacks. Ramuh has a lot of HP and anything that deals more . . damage is ideal. You may want to field a Red Mage and a Black Mage or . . just 2 Black Mages for -ra spell spam. Each cast should be taking out . . 300 to 400 points of damage. The only downside is that mages have lower. . HP counts and are more susceptible to Thunderbolt. The Red Mage JLV 3 . . passive ability, HP +20%, is a good one to have for this fight. All in . . all, consider Ramuh a warm up for future Eidolon fights as he is the . . easiest of the bunch (except for maybe one other). . . . . . \......................................................................./ After you defeat him, you will gain the *RAMUH* summon. If you like using Summoners then this summon will probably make you pretty happy. Just watch that MP! Anyway, head back to the previous room and use the quick escape point to leave the Cave of Fulmination. Back on the world map, if you look to the southeast, there is a chocobo forest. You can find a black chocobo here. If you need to backtrack without the hassle, then take a ride on this guy. Or you can just ride him to our next destination. Either way, get back onto the world map and make your way to Highwind Tower. ------------------------------------------------------------------------------ {+2HTR+} -25- Highwind Tower Revisited Party: Sol (23), Sarah (23), Aigis (23), Dusk (24), Barbara (22) Enemies: Stinger, Werewolf, Wyvern, Lilith, Evil Bat, Lesser Demon, Bone Dragon, Balrog Treasure: Silver Hauberk, Hi-Potion x2, Golden Needle x2, Greatsword, Magician's Robe, Mage's Staff, Echo Grass, Ether, Trident, Great Bow, Tent, Elixir, Dragoon job, 5 JP ---------------------------------- Head north and enter the tower itself. Keep going north and then east and flip the switch to open the western door. Head there now and keep going until you reach a chest with a *SILVER HAUBERK.* Now walk to the northeast corner of the room and head east through the hidden passage. Flip the switch in the hidden room and then backtrack to the main hallway. Head north and ascend to the next floor. Watch the scene and then grab the *HI-POTION* from the chest on the left. Afterwards, head the other way and follow the path until it leads outside. Go up the stairs and enter the tower through the door ahead. Head straight into the next room and follow the eastern path first for a *GOLDEN NEEDLE.* Now follow the western path this time as it leads you to a set of stairs going up to the next floor. After the scene is over, take either path around the walls and enter both rooms for some treasure. The western room has a *GREATSWORD* and the eastern room has a *GOLDEN NEEDLE* to grab. Head outside through the southern exit and watch Dusk do his usual thing. Before heading up the stairs, head to the eastern end of the platform to find a *MAGICIAN'S ROBE.* Then head up the stairs and enter the tower from the new door. Tap the chest on the right for a *MAGE'S STAFF* and then follow the path around the other side. Head south on the carpet to find a somewhat hidden save point room and then proceed through the northern door. Follow the path as it spirals around and head past the stairs to pick up an *ECHO GRASS.* Now take the stairs up to the next floor. After some more talkity talk, head down the path on the west side and grab the *HI-POTION* from the chest. Cross over to the other side to find another chest with an *ETHER* inside. Head outside and tap through some more conversation. Head up the stairs and get back into the tower. Take the closer path first to receive a *TRIDENT* from a chest. Now head back and take the other path to the next floor. Watch the brief scene and then follow the path while grabbing the *GREAT BOW* along the way. Head through the door into a save point room and pop the chest for a *TENT.* Continue to the path leading outside. Make a left and head north to a chest containing an *ELIXIR* then go back and take the stairs up to the very top of the tower. Watch the scene and another one of these pointless Drake battles will start. Fortunately, this one will end faster than the others. Watch some more scenes and a boss fight will begin. ....................................................................... / \ . . . < Boss Fight #09 > . . . . . . Vata . . . . HP: ~9,300 . . . . Attacks: Howling Gale, Buffet, Tornado . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... . . . The fight starts off a bit easy as Vata will generally only use his . . physical attack at first. He often hits twice and his attacks usually . . hit the front row for 200 damage piece. Further into the battle, Vata . . will begin using Howling Gale and Buffet. Howling Gale deals roughly . . 300 damage and inflicts Sap on one ally. He can also follow this up . . with a physical attack. It is possible for a single character to take . . almost 600 points of damage from both hits. Buffet hits everyone in . . the party for around 200 damage and has a chance to cause Stun. This . . can either be not so bad or horrendous because it is possible for the . . entire party to get stunned at the same time. As usual, Vata can also . . follow up with a second attack after using Buffet. Vata also rarely . . uses Tornado which will bring one ally down to critical HP. This can . . lead to an unlucky death if the target happened to be sapped. . . . . This battle will be longer than the one with Ramuh since Vata has a . . noticeably higher amount of HP. Make sure to have multiple sources of . . healing so that the stuns don't cripple the party. Whatever attacks . . worked well on Ramuh will work against Vata. He has higher evasion . . than you may be used to so magic damage is generally better. The Ramuh . . summon you just acquired will probably deal the most damage. However, . . it consumes quite a bit of MP. This battle is more about keeping pace . . than trying to finish it quickly. . . . . . \......................................................................./ After the battle watch some more scenes and you'll receive the Dragoon job and 5 JP. That's it for this par... oh what's this? Another battle with Vata will start up. This isn't really a boss fight, it's another one of those "get beaten up and keep your HP high till the enemy goes away" type of deals. So do exactly that until it's over. Vata will use signature dragoon attacks that you should be familiar with after using Barbara. One note of interest is that Vata now absorbs Wind based damage. Anyway, after that's over, watch a few more scenes and we're done with [ A Dragon's Love ]. [ Second Sight ] ------------------------------------------------------------------------------ {+2CRT+} -26- Crystal Temple Party: Nacht (11), Diana (7), Alba (11), Glaive (7) Enemies: Mud Golem, Basilisk, Antares, Killer Mantis, Bomb Treasure: 5 JP ---------------------------------- Well, if you were wondering what the deal was with these guys, now you get to find out. When you gain control of Nacht, walk around and tap everyone to get your party in order. Approach the northern opening and the shards will sparkle just like with Sol's group. Check them all to pick up your starter jobs for Nacht's party as well as 5 JP. Note that Nacht's party is similar in strength to Sol's party back at the very beginning of Chapter 1. You've probably gotten used to fighting at a higher level since then. However, Nacht's party will basically be on par with Sol's party by the end of [ Second Sight ]. Also note that Nacht's party receives JP right away as opposed to Sol's group. You'll want to build a similar party structure for Nacht's group as you've been using thus far with Sol's team. Anyway, head north through the opening and follow the path to reach a small room with a save point. Continue on to the next floor and make your way to the next set of stairs while ignoring the doors. In this room follow the path past the first set of stairs. Take the second set of stairs down to the next floor and then head west and north through the door. Climb the stairs to the next floor and head through the nearby passage. Take the stairs leading down to the next floor and hit up the healing pot on the eastern side if you need to. Proceed to the top and leave Crystal Temple. Walk north for a little bit and board the Sunken Ship. ------------------------------------------------------------------------------ {+2SKN+} -27- Sunken Ship Party: Nacht (12), Diana (8), Alba (11), Glaive (8) Enemies: Blood Sucker Treasure: Antidote, 1500 Gil, Ether, Potion, Phoenix Down ---------------------------------- After you regain control of Nacht, head downstairs and go into the western room. Tap the chest on the right for an *ANTIDOTE* and the one on the left for *1500 GIL.* Leave this room and head over to the eastern room for some more treasure. The chests from left to right contain an *ETHER,* *POTION* and *PHOENIX DOWN.* Return to the deck and head into the cabin through the door above. Set up your jobs so that you're equipped as best as possible and then rest in one of the beds. Return to the deck and head down to the ship's wheel and choose to depart. Watch some scenes and you'll enter a battle with two Blood Suckers. They're not really hard, but they are stronger than the enemies from Crystal Temple. Also, you still haven't had a chance to really get any decent equipment. Even though they are weak to Lightning, don't spam Thunder spells on them. They will frequently counter it with Constrict. Getting your entire party paralyzed will probably result in a game over. Watch some more scenes and you'll end up off of the Sunken Ship. Walk north a little bit and enter Mount Verde. ------------------------------------------------------------------------------ {+2MTV+} -28- Mount Verde Party: Nacht (12), Diana (9), Alba (12), Glaive (9) Enemies: Gargoyle, Tokudaia, Wild Rat, Legeater, Yellow Jelly, Megalodoth, Bugbear, Crazy Horse Treasure: Tent, Bard's Tunic, Eye Drops, Longsword, Ether, Oak Staff, Star Pendant, Battleaxe, 500 Gil, Chocobo summon ---------------------------------- Walk forward a short distance and you'll see a moogle. You can now freely choose your jobs and equip your characters appropriately. Put that gil you found to good use. Buy a Tent or two as well. After you're finished, head to the ladder and climb up then go west and down the next ladder. Open the chest for a *TENT* and then head back to the first ladder and climb up the next one. Head up the stairs as well and cross the bridge to the left. Pick up the *BARD'S TUNIC* from the chest and go back over the bridge and down the next ladder. Continue along this trail and enter the next area. Continue forward and tap the nearby chest for *EYE DROPS* and then head south and up the ladder. Keep going north and up the ladder into a new area with a chest. Open it for a *LONGSWORD* and then head back to the original split and this time cross the bridge instead. Go south after crossing the bridge and follow the path to get an *ETHER.* Retrace your steps to the bridge and head up the ladder into a new area. Keep going forward past the save point and a scene will play at the top. Head south and follow the trail until it leads to the next area. Go south and cross the bridge as well as the ladder to pick up an *OAK STAFF* from a chest. Head back to the bridge and this time go northeast until you reach some bridges. Cross the first bridge and then the east bridge to get a *STAR PENDANT.* Now take the southern bridge and keep following it into the next area. Follow the path until there is a split and keep going east for a chest with a *BATTLEAXE.* Back up and head south down the ladder then west a bit and again south down another ladder. Continue forward and take the detour to the south to pick up some *EYE DROPS.* Go back and head east and then north for *500 GIL.* Use the stairs to leave Mount Verde. Head north and make a left turn at the thin patch of grass just south of the next town. Follow this thin path west for a bit to find a chocobo forest. Tap the yellow chocobo to acquire the *CHOCOBO* summon for Nacht's party. Use the white chocobo for MP if you need and then leave. Head back to where we came from and this time head north to reach Verde. ------------------------------------------------------------------------------ {+2VRD+} -29- Verde Party: Nacht (14), Diana (12), Alba (14), Glaive (12) Enemies: Bugbear, Crazy Horse Treasure: Ether, 150 Gil, 200 Gil, Eye Drops, Hi-Potion, Golden Needle ---------------------------------- Make a left when you enter and head down to the two pots and barrels lying around next to each other. Check the northern pot for an *ETHER* and then start heading north across the bridge. Keep going north "through" the house and search the lone pot for *150 GIL.* Now go inside the actual house itself and head up to the second floor. Enter the room on the left and check the shelf on the right for *200 GIL.* Leave this room and head south and down the stairs to where the elderly couple is. Check the pot for *EYE DROPS* and then leave this house. Walk to the north and east until you reach the top most house in this town. Enter it and search the left most barrel for a *HI-POTION* and the box closest to the bottom wall for a *GOLDEN NEEDLE.* Now leave this house and talk to the kid that's running around near the first house we went into. He'll mention something about a code of sorts that will be important soon. The shops are the exact same as Mount Verde except that there is a magic store here. Pick up anything you might need and then leave Verde through the northern exit near the man with black hair. Take a few steps east for now and enter the Forest Hut. ------------------------------------------------------------------------------ {+2FRT+} -30- Forest Hut Party: Nacht (14), Diana (12), Alba (14), Glaive (12) Enemies: Bugbear, Crazy Horse Treasure: Maiden's Kiss, Dirty Magazine ---------------------------------- Head around the house to the back then side and check the barrel here to find a *MAIDEN'S KISS.* Enter the hut and check the shelf in the back with Glaive leading the party to acquire the *DIRTY MAGAZINE.* This is the same as when we did this with Sol's party. So if you found it humorous then check the shelf with each of your party members leading the party. Leave Glaive for last because he will keep it and eliminate the rest of the scenes. That's all there is to do here so leave the Forest Hut at this point. Now go to the northwest and head to the clearing by the forest to enter Mazewood. ------------------------------------------------------------------------------ {+2MZW+} -31- Mazewood Party: Nacht (14), Diana (12), Alba (14), Glaive (12) Enemies: Scout, Hobgoblin, Treant, Red Cap, Mantrap, Vampire Thorn Treasure: 800 Gil, 1000 Gil, Bandana, Slasher, Chainmail, Hi-Potion, Orichalcum, 4 JP, Elven Bangle, Steel Shield, 1500 Gil, Sacred Candle ---------------------------------- Follow the path forward and cross the bridge. An automatic battle will occur at this point with 2 Scouts. They are pretty similar to the Ensign enemy that we encountered in [ The Dragoon ]. Deal with them as you would handle any ordinary fight. Watch some scenes after the battle is over and then head to the north to pick up *800 GIL.* Go east from this point all the way to the next screen. Grab the chest for *1000 GIL* and continue east to the next part of the forest. Pop the nearby chest for a *BANDANA* and keep going east to the original place we started at. Head north to where the first chest was and this time take the northern route instead of the east one. This area is basically a repeating puzzle, you can only proceed if you go in the correct direction four times. This is what that kid was talking about back at Verde. Go east first, then north, then west and finally north again to clear the puzzle. Continue north until a scene begins to play and say "Yes" to Alba when prompted. Watch a humorous scene and then continue going north to another part of the forest. Immediately head west and keep going that way to find a *SLASHER.* Return to the original position and head north this time all the way to a chest with *CHAINMAIL* inside. Head back to the split and follow the western trail as it leads to the next screen. Go north and hit up the chest on the way for a *HI-POTION* and then proceed to the next area. Open the chest for an *ORICHALCUM* and then head north to enter the... same exact place we were just at. Instead of heading north, go south to the previous area. Keep walking until you see a wolf on the right side. Check it and a scene will begin in which you can name the old guy and then he will join the party. You'll also receive 4 JP at this point. Gramps isn't that great since the Ranger itself is mediocre and he doesn't come with any of the high end job abilities. However, his Recover passive will always give you back a little HP and MP at the end of a battle even if he's not actually contributing much directly. If you return to this screen after leaving, there will be some wolf avatars roaming around. Confronting one of these may lead to a battle with a Skull Eater. This thing will pretty much one shot anyone in your party with its attack. However, it only has 1 HP. All you need to do is hit it once to kill it. If you do manage to defeat it, you will receive an *ELVEN BANGLE.* Anyway, head north from the save point area. This will lead to a new area now that Gramps is with you. Head east and proceed into another area with a chest. Grab the *STEEL SHIELD* and then head north and east to a different area. Head north and cross the bridge to get *1500 GIL* and then go south to the first screen north of the save point. Continue south and pick up a *SACRED CANDLE* from a chest. Back up north a bit and start walking northeast to a passage into a new area. Cross the bridge and keep heading north until you leave Mazewood. Walk literally three steps to the north and you'll be in Alfheim. ------------------------------------------------------------------------------ {+2AFM+} -32- Alfheim Party: Nacht (16), Diana (14), Alba (16), Glaive (14), Gramps (15) Enemies: Big Eye, Ostrich Treasure: 10 Gil, Eye Drops, Ether, Echo Grass, Maiden's Kiss, Hi-Potion ---------------------------------- Walk north past the inn and check the box on the right for *10 GIL.* Head west a bit and then north and head into the weapon shop. Check the barrel for *EYE DROPS* and then leave the shop. Head west for a little bit and enter this house. Check the nearby pot next to to the stove for an *ETHER.* Walk west and then north into the flower garden of sorts and check the bush for an *ECHO GRASS,* then head back to the weapon shop. Head north and then east past the green haired elf with an attitude and check the barrel for a *MAIDEN's KISS.* Go into the item shop and check the pot for a *HI-POTION.* Exit the item shop and take the northern passage to the next area. Talk to the elves to be denied access into Yggdrasil. Walk back towards the entrance and a scene will begin. Check out the shops here before you leave as they have all new stuff. As with Sol's group, prioritze the purchasing of the -ra tier of spells before anything else. Leave Alfheim via the south exit when you're finished. Head north and enter the clearing by the mountains to get to enter the Northern Mountain. Walk a little bit north and examine the spot that is slightly discolored to reveal a hidden entrance. Head in to enter Cave to Yggdrasil. ------------------------------------------------------------------------------ {+2CTY+} -33- Cave to Yggdrasil Party: Nacht (16), Diana (14), Alba (16), Glaive (14), Gramps (15) Enemies: Red Soul, Tunneler, White Mousse, Pineapple, Cave Turtle, Cave Lizard, Magus, Cait Sith Treasure: Eye Drops, Silver Bangle, Antidote, Dry Ether, Tamer's Whip Man-Eater, Sacred Candle, Tent, Eye Drops, Bronze Armlet ---------------------------------- Walk to the west and start going north when you can to grab *EYE DROPS* from a chest. Now head south down the ladder into the next room and keep following the path for awhile. Go past the southern door and proceed north to pick up the chest we saw before for a *SILVER BANGLE.* Now back up and enter the next room from the southern passage. Grab the nearby chest for an *ANTIDOTE* and then cross the bridge to get a *DRY ETHER.* Walk down the western route now and follow it until you can head north. Do so and pick up the *TAMER'S WHIP* from the chest. Head south until you reach the next room. Follow the path for now until you can see a seemingly blocked off chest on the other side of the room. Keep going south and then look for the discolored spot on the floor. Walk through a hidden passage here to reach the chest and get a *MAN-EATER.* Continue going south and head east when you can to find a chest with a *SACRED CANDLE.* Head back to the fork and this time go west to reach the next room. Pass through the hidden passage on the right side to reach a chest with a *TENT.* Return to the other side through the hidden passage and keep going west. Take the *EYE DROPS* from the chest and then head southwest to pick up a *BRONZE ARMLET.* Take the ladder down and follow the path until you reach an opening. Enter the opening to find a save point. Exit this room and climb the nearby ladder to encounter the first of an annoying trio of bosses. However, remove any weapons you may have equipped that are Wind elemental. This includes all Spears and Bows. The next boss absorbs Wind damage. Give Gramps the Man-Eater you just found and stick him in the front. ....................................................................... / \ . . . < Boss Fight #10 > . . . . . . Green Keeper v.1 . . . . HP: . . . . Attacks: Swing, Thwack, Osmose, Natural Healing, Haste . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... . . . This fight starts off pretty simple. The Green Keeper won't do much . . besides hit you with a physical attack and maybe throw a Swing at the . . party. This boss has a regenerative ability called Natural Healing . . that restores about 150 HP every time the Green Keeper's turn comes . . around. Green Keeper also counters offensive spells used against him . . with Osmose. He doesn't always do it, but, more often than not he will . . use it. Honestly, you can cast Slow on him and his turns will come . . around so slowly that the regen will be easy to deal with and his hits . . will also be slow. . . . . However, the Green Keeper will cast haste on itself at about the half . . way point of the fight. To make things worse, the Green Keeper will . . counter any Slow spells used against it with another Haste. This makes . . the fight tougher by a good deal. The Green Keeper will now typically . . hit twice per turn and Swing will be upgraded slightly to Thwack. The . . worst part of it is that faster turns = more Natural Healing. The boss . . will be gaining HP back very fast at this point. It's imperative to . . keep up the pace or the battle will drag on too long. . . . . The Green Keeper is weak to Fire, thus it would be wise to burn it . . with ample amounts of Fira. Gramps can put out about 200 damage with . . the Man-Eater and Strike will probably be slightly higher than that. . . It would probably be a good idea to keep Protect on the party after . . the boss uses Haste as well. . . . . . \......................................................................./ After you beat the boss, reequip anything you may have changed. Proceed past where the boss was and keep going north to reach Yggdrasil. ------------------------------------------------------------------------------ {+2YDL+} -34- Yggdrasil Party: Nacht (18), Diana (17), Alba (18), Glaive (17), Gramps (18) Enemies: Black Widow, Stinger, Dark Mage Treasure: Mage's Staff, Golden Needle, Echo Grass ---------------------------------- Follow the path forward and enter the next room. Head south and then east when you can. Skip the southern exit and proceed north into the first door closest to you. Pick up the *MAGE'S STAFF* from the chest and then enter the other door. Grab the chests for a *GOLDEN NEEDLE* and *ECHO GRASS* then head back to the previous room. Take the southern exit this time and you'll eventually be back in Alfheim. You can now access Yggdrasil from this route instead of going through that long cave. The reason we came out is because it's time to make a little detour to pay an Eidolon a visit. Grab a handful of Tents before leaving Alfheim. Also, you may want to see about buying some more upgrades now that you have more gil. Speaking of which, if you're using multiple Warriors or a Thief then buy a Wind based weapon they can use. It'll come in handy soon (you'll find a new spear in the next dungeon). Head over to the purple dot at the west end of the forest. Before going in, walk a bit north and enter the chocobo forest. You can unlock the black chocobo for this section of the game here. When you're finished, exit the forest and then enter the nearby Cave of Convulsion. ------------------------------------------------------------------------------ {+2COC+} -35- Cave of Convulsion Party: Nacht (19), Diana (18), Alba (19), Glaive (18), Gramps (18) Enemies: Evil Bat, Ogre, Elf Toad, Sidewinder, Bone Dragon, Lilith Treasure: Hi-Potion, Large Shield, Trident, Silver Spectacle, Phoenix Down, Greatsword, Tent, Titan summon ---------------------------------- Walk a bit north to view some frogs hanging around up to no good. You'll end up falling down several floors. After you regain control, head east and ascend the nearby stairs to the next floor. Walk past the next door and grab the *HI-POTION* first from the chest. Head on up the stairs and keep moving forward until you're back at that spot where you dropped down initially. Go west past the big hole and open the chest for a *LARGE SHIELD.* Now head back to the big hole and leave the cave the same way you came in. Get back to full HP and MP so you can make it through this place. Retrace your steps back to the first staircase we took after the big fall. Head south this time and follow the path as it leads around the water to a split. Go north and east to a chest with a *TRIDENT* and then poke the frog in the corner to open up a new path. Go back to the split and follow the new path to the next floor. On this floor, examine the chest up ahead and you'll end up falling again. Check it again for a *SILVER SPECTACLE* and then get back to the floor you fell from. Follow the path west and then south until you get to another frog. Tap the little guy and then head up to the new path that was created. Snatch him up and a new path will be created. Take the eastern path first to receive a *PHOENIX DOWN.* Take the northwest route now and follow it up to the next floor. Grab the chest for a *GREATSWORD* and then continue south until you scare the shenanigans out of a frog. Follow it into the water and kidnap the poor bugger to create the final path. Get out of the water and travel east to a chest that has a *TENT.* Back it up to where the Greatsword was and keep going past it to a save point. Continue past the save point to reach the next floor. Make sure all of your Warriors and Thieves are equipped with Wind elemental weapons. Give Gramps a Bow as well or he's going to be doing nothing (not that he'll contribute much anyway). Talk to the frog and you'll find out that the yellow robed guy is pretty angry you snatched his frogs up or something. A boss fight starts now. ....................................................................... / \ . . . < Boss Fight #11 > . . . . . . Titan . . . . HP: ~8,700 . . . . Attacks: Bear Hug, Right Arm, Earthquake, Body Slam, Gaia's wrath . . . . Weakness: Wind . . . . Difficulty: ** . . . ........................................................................... . . . Titan loves to counter attack. He will counter anything you throw at . . him whether it be physical or magical and he'll do it often. Bear Hug . . does about 200 damage to the front row and adds sap. Right Arm is the . . equivalent of a standard attack. Earthquake will damage everyone for . . about 100 HP. He will sometimes use Body Slam as well to confuse your . . allies. Once he's worn down he will begin spamming his signature move . . Gaia's Wrath. This will do nearly 300 damage to every party member. . . . . The difficulty of this fight varies quite a bit. Titan basically eats . . physical attacks for breakfast. Conventional weapons will barely put a . . dent in the brute. Wind elemental weapons are about the only thing . . that will do something to him. Monks are out of luck because really . . their only option is Aurablast but it consumes a ton of MP that this . . job just does not have. This fight is easiest with a heavy mage setup. . . I suggest bringing 1 Red Mage, 1 White Mage and 2 Black Mages. The . . Red Mage's main tasks are to keep Slow up on Titan and Protect on the . . party. When both conditions are satisfied then cast -ra spells on . . Titan. The White Mage should be able to single handedly heal the party . . provided that Slow and Protect are always up. The Black Mages will be . . doing the brunt of the damage. Each -ra spell from a Black Mage should . . be doing over 400 points of damage. This fight will be considerably . . longer and potentially more hazardous without a heavy mage setup. . . . . . \......................................................................./ You will receive the *TITAN* summon for besting the Eidolon. This summon is strong, but it costs a very large amount of MP for this point in the game. Leave the cave via the nearby exit. Head back to Alfheim now and rest up as well as making any necessary purchases. We have one final dungeon to get through and it's sort of long. Head back to Yggdrasil when you're prepared. ------------------------------------------------------------------------------ {+2YDR+} -36- Yggdrasil Revisited Party: Nacht (22), Diana (22), Alba (22), Glaive (22), Gramps (22) Enemies: Black Widow, Stinger, Dark Mage, Wood Eater, Elemental, Grizzly Bear Treasure: Ether, Magician's Hat, Magician's Robe, Hi-Potion, Sallet, Sacred Candle, Remedy, Elixir, Great Bow, Linen Cuirass, Cat Claws, Ether, Ranger job, 5 JP ---------------------------------- Head north into the main area of the tree. Go west and then north and enter the door on the right. Follow the path forward and chat up the guy in front of you for a boss fight. ....................................................................... / \ . . . < Boss Fight #12 > . . . . . . Green Keeper v.2 . . . . HP: . . . . Attacks: Swing, Thwack, Osmose, Natural Healing, Haste . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... The fight is essentially the same as the last one, the main difference is that this keeper has a much stronger Natural Healing. After the battle you may want to head back and rest at Alfheim. We've still got a lot to clear in this place, so the choice is yours. Head into the next room and go through the western door. Walk down to the next door and pop the nearby chest for an *ETHER.* Go south and west to the next room and keep moving onward here as well until you reach a bigger room. In this room head north first to a seemingly dead end. There is a hidden passage to the west where the wall is smaller than the rest. Walk to the lone chest for a *MAGICIAN'S HAT.* Head back down to where you came into this room and head east and north all the way to the top. There is a hidden path here just like on the other side. Follow it through to get a *MAGICIAN'S ROBE* and then return to the visible area. Head south and then east to a new area. Grab the nearby chest for a *HI-POTION* and then head outside to a ledge. Tap the chest for a *SALLET* and then go back inside and walk south until you reach a room with a chain on the wall. Examine it to create some new stairs and then take them back to the main room. Head up the central ladder that was created and into the next room where a scene will begin. Rest up at the save point and pop the chest at the north end for a *SACRED CANDLE* before you head up to the next floor. Guess what is waiting for you here? Yep, another one of these things. Might as well get to the killing. ....................................................................... / \ . . . < Boss Fight #13 > . . . . . . Green Keeper v.3 . . . . HP: . . . . Attacks: Swing, Thwack, Osmose, Natural Healing, Haste . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... It's the same deal here as the last two. However, this one has a crazy high Natural Healing. If you can't seem to beat this one, either level up some more or try using more Red or Black Mages casting Fira. Head west and follow this route down to a chest with a *REMEDY.* Now take the eastern path and follow it all the way outside. Head west and up the stairs into the western door. In this room go to the ladder in the back and climb it. Follow the trail until it leads to a chest containing an *ELIXIR.* Head back down to the spot with the two ladders and take the other one up. Follow this one through until you get to a platform with two chests on it. Grab the *ETHER* and *PHOENIX DOWN* then head back down and go back outside. Hit up the chest in the middle for a *GREAT BOW* and then take the eastern route to the next room. Go up the ladder right in front of you to score a *LINEN CUIRASS* and then head back down. Now climb up the western ladder and take the nearby ladder to get *CAT CLAWS* from a chest. Return to the first floor and now take the eastern ladder up until it leads you outside. Continue going and head back inside at the top. Head north into a new area and then west when you're in the middle of the pillars. Grab the *ETHER* and then follow the eastern path to a passage leading to a save point. Now go back and head north at the pillars for a scene. Proceed north through the passage and keep going until you see three elves. Talk to the king and watch the scene. You'll enter a battle, but it's unwinnable. Watch some more scenes and there will be another one of these quirky battles. Just stick the game on Auto and keep tapping through. After that's over the real boss fight will finally begin. ....................................................................... / \ . . . < Boss Fight #14 > . . . . . . Asmodai . . . . HP: ~7,700 . . . . Attacks: Forsaken, Caustic Spittle, Cursed Miasma, Curse . . . . Weakness: Wind . . . . Difficulty: ** . . . ........................................................................... . . . Asmodai is one of those opponents that is not overly threatening in . . any direct kind of way. He mainly attacks with a variety of status . . effects that debilitate and erode the party. Forsaken damages the . . party's MP and can cause Confusion. Caustic Spittle deals about 100 . . damage, saps, slows and sometimes poisons the party. Cursed Miasma . . causes paralysis to the whole party but doesn't seem to work very . . often. He may also use Curse on a single target. Asmodai's physical . . attack is quite strong and can hit the entire party. . . . . Keep Asmodai slowed otherwise the rate of his attacks combined with . . the constant slow from Caustic Spittle will spell trouble. He is . . quite easy to damage and is really not strong to anything that you . . would have at this point (except Titan ironically). Strike and -ra . . spells should both be in the 300-400 damage range. This fight is . . mainly about dealing with status effects that you can't do much about . . at this point in the game. . . . . . \......................................................................./ Watch the scenes and you'll receive the Ranger job along with 5 JP. With that [ Second Sight ] has come to an end. [ An Enchanting Reverie ] ------------------------------------------------------------------------------ {+2TDS+} -37- Deist Party: Sol (26), Sarah (26), Aigis (26), Dusk (26) Enemies: Treasure: None ---------------------------------- You'll be back with Sol's party now. Watch some scenes and you'll end up on the world map. Naturally, head north and enter the nearby town. ------------------------------------------------------------------------------ {+2CPO+} -38- Capo Party: Sol (26), Sarah (26), Aigis (26), Dusk (26) Enemies: Pirate, Avenger Treasure: Sleep Blade, Protect Bangle, Potion, Tent, Hi-Potion, Ether, Echo Grass, Eye Drops ---------------------------------- Take a look at the sparkling thing that's in front of you. You'll start to encounter these as you progress forward. Touching one within a town from the current section of the game will take you back to a previously visited area. You can use these to backtrack for anything you might have missed such as chests or Eidolons. Now is actually a good time to go back to the cave back in Deist that we skipped before. The monsters in there should be far easier with your higher levels and equipment from Capo. The rift will put you back at Dragon Roost. Unlock the black chocobo if you haven't already and then fly back to Deist. Go back to the cave where the chain is on the wall. Enter the northern opening. This area is very small, but the encounter rate is very high. I suggest using Thief JLV 3 Flee to get away from the Avengers in the normal fights. Open the first chest and you'll be forced to fight one of them. Despite what Libra says they do not have any weaknesses. Stick to non element attacks and Sylph. Take the battle slowly so that everyone is at high HP for the duration of the battle. Avengers will cast Quake as their final attack when their HP is depleted. You'll get a *SLEEP BLADE* from this chest. The chest in the back has a *PROTECT BANGLE* and is guarded by an Avenger as well. Now leave this cave and exit Deist. Return to Capo via the rift in Dragon Roost. Keep in mind that you can always attempt this cave later if you still can't manage to kill the two Avengers. Head to the northwestern part of the town and check the box on the right for a *POTION.* Enter the house below with the elderly pair inside and examine the shelf on the right for a *TENT.* Leave this house and check the barrel next to the item shop for a *HI-POTION.* The pot next to the tavern contains an *ETHER.* There is a lone box next to the bottom most house that has an *ECHO GRASS* inside. Go into that house now and search the pot that is farthest from the clock for *EYE DROPS.* Enter the tavern and talk to any of the Pirates hanging around. Choose "Yes" when prompted to start a battle. There are 4 of them but they aren't really that hard. Just deal with them the way you would any normal battle. Leave the tavern and check out the shops if you haven't already. Head to the port and talk to the pirate with the red bandana to board the Pirate Ship. Talk to the pirate by the wheel and choose "Yes" to set sail. Head into the cabin, descend the ladder and enter the room. Talk to the pirate in here and you'll automatically end up on Pirate Island. ------------------------------------------------------------------------------ {+2PRT+} -39- Pirate Island Party: Sol (26), Sarah (26), Aigis (26), Dusk (26) Enemies: Siren, Devourer, Vicious Clam, Birostris, Killer Fish, Amoeba Treasure: Mythril Bangle, Echo Grass, 1000 Gil, Green Beret, Mallet, Hi-Potion, Eye Drops, 1500 Gil, 3 JP ---------------------------------- You can't leave for a little while so make a save in another slot if you're paranoid. Head into the cave and take the southern path at the first fork to the next room. Grab the *MYTHRIL BANGLE* and then head back to the split and follow the northern route this time. Head west and enter the next room for an *ECHO GRASS* and *1000 GIL.* Backtrack to the previous room and walk south until you see an opening on the other side of the wall. Head through that from the north side and grab the *GREEN BERET* on the eastern end of the room before heading down the ladder. Follow the path as it takes you through to Pirate Hideout. Enter the inn and head down all the way to the southeastern part of this room and check the right barrel for a *MALLET.* Leave the inn and head north to the left barrel on the west side of the stairs for a *HI-POTION.* Head up the stairs and examine the pot for *EYE DROPS* before heading into the next room. The bottom most pot in this room contains *1500 GIL.* Talk to Bikke and you'll be back attacked by 4 Pirates. This is the same battle from Capo so handle it the way you just did 15 minutes ago. After that's over, Bikke will attack you himself. ....................................................................... / \ . . . < Boss Fight #15 > . . . . . . Bikke . . . . HP: . . . . Attacks: Swing, Takedown, Call for Help . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... Bikke has a pretty powerful physical attack and he'll also make use of Swing to whack everyone. Start the fight off with a Slow and trade blows back and forth for awhile. Eventually, he will use Call for Help and 2 Pirates will spawn. He will keep doing this as they die so you can either concentrate on him with -ra spells or keep killing the Pirates off. If you're going to kill these Pirates then I suggest using Ramuh as that will make quick work of them. There's not much else to the fight. Keeping Bikke slowed is a good idea as his attacks can take a character down pretty quickly if he focuses on one ally. ....... You'll receive 3 JP for your troubles. Afterwards, head back to the entrance of the hideout and use the inn if you need to. Now make your way all the way back to the docks that we came in from. Board the ship again and talk to Bikke by the wheel. Choose "Yes" and the ship will depart. One thing'll lead to another and you'll end up in Rusalka. ------------------------------------------------------------------------------ {+2RSK+} -40- Rusalka Party: Sol (27), Sarah (28), Aigis (28), Dusk (28) Enemies: Rukh Treasure: Tent, 4000 Gil, Hi-Potion, Maiden's Kiss, Antidote, Mallet, Sacred Candle ---------------------------------- Check the pot that is surrounded by boxes on 2 sides at the southern end of the pier for a *TENT.* Head east into the town itself and go east past the stairs and follow a passage to a chest with *4000 GIL.* Go up the stairs, head east and then take the northern path. Enter the house on the left and check the pot closer to you for a *HI-POTION.* Exit and check the pot that is between the 2 houses for a *MAIDEN'S KISS.* Head to the right of the tavern and check the top most pot for an *ANTIDOTE.* Head into the tavern and check the barrel on the right for a *MALLET.* Talk to the Bartender while you're here to open up the town exit. Head down the steps and go around the left side of the inn to find a *SACRED CANDLE* in the top barrel. Enter the inn and check the middle barrel to find an *ETHER.* The tan haired guy blocking the exit will move if you talk to him after having spoken to the bartender. Check out the shops before leaving as they have all new stuff. Prioritize Basuna, Teleport and Bio before anything else as these are all useful spells. A lot of the upcoming dungeons are going to require returning to the entrance so don't skip Teleport! Head out to the world map when you're ready to go. Go to the purple dot in the middle of the land and enter Mount Rusalka. ------------------------------------------------------------------------------ {+2MRK+} -41- Mount Rusalka Party: Sol (27), Sarah (28), Aigis (28), Dusk (28) Enemies: Urok, Plant Spider, Mandrake, Elm Gigas, Diorite, Big Horn, Wyrm Treasure: Hi-Potion, Remedy, Mythril Armlet, Ether, Mythril Spear, Cottage ---------------------------------- Head in and follow the western path as it leads you to the next room. Follow the trail and grab the *EYE DROPS* from the chest before heading through the southern exit. Go forward and climb the ladder, ignore the eastern door and just head up the steps to the next room. Take the western path first to get a *HI-POTION* and then take the eastern route. Go down the ladder to find a *REMEDY* in the barrel and then enter the next room. Head down the eastern path first to grab a *MYTHRIL ARMLET* then follow the western route to the outside. Hit up the nearby chest for an *ETHER* and then follow the steps to a ladder going up. Cross the bridge and get the *MYTHRIL SPEAR* then go west to the next room. Follow this room through until the trail leads back outside. Ascend the stairs and take the *COTTAGE* from the chest on the right side. Go back west and enter the next room past the save point. Talk to the soldier to begin a boss fight. ....................................................................... / \ . . . < Boss Fight #16 > . . . . . . Weresoldier . . . . HP: . . . . Attacks: Smash to Bits, Thwack . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This guy's physical attack is basically as strong as Bikke's was. He also likes to counter with Smash to Bits which can be very random. I've seen it hit for 80 damage and then 500 so keep an eye out for it. Slow doesn't work so don't even bother casting it. Weresoldier's Thwack hits pretty hard and will do around 250-300 to each ally. He'll use it pretty often so keep up the Curas and/or Sylphs to heal the damage. The boss is pretty fast and you really can't do anything about it. Keep the healing up and make use of Bio as well as the Ramuh summon to take him down. You can finally buy Hi-Potions so make sure you put them to use. ....... Cast Teleport or backtrack to the entrance and then make your way back to Rusalka. ------------------------------------------------------------------------------ {+2RRD+} -42- Rusalka Revisited Party: Sol (29), Sarah (30), Aigis (30), Dusk (30) Enemies: Bee, Mouse Treasure: Hi-Potion, Silver Spectacle, Elixir, 3 JP ---------------------------------- Head to the inn and talk to the Proprieter. Choose "Yes" to stay the night for free. Leave the inn and head to the docks. Examine the frog and then return to the town. In the morning, head back to the opening you saw last night by taking the thin path north of the inn. Examine it and you'll be turned into frogs. There are monsters here, but it's all really weak stuff that you can either flee from or just Auto through them. You won't get much EXP or anything for fighting. Head forward until a platform with steps appears and grab the chest on it for a *HI-POTION.* Continue east to the next area and then enter the room on the west side. Grab the *SILVER SPECTACLE* here and also take the *ELIXIR* from the main room. Go south and follow the path to the next room. Talk to the frog from last night and Eduardo will join the party. You'll also get 3 JP for your valiant efforts. Eduardo is a decent support character with his buffs. If your team heavily favors physical or magic damage, then you'll probably be pleased by this latest addition to your team. After that you need to head back to the entrance and get back into town. It'll be a little faster because Eduardo does regular damage to the pesky monsters in here. If you head to the docks and check that bubbling thing by Bikke's ship then you'll see that you can't do anything to it. Head to the tavern and talk to the people around here. I think we now know where our next destination is. Buy some more stuff from the shops now that you have more gil and then leave the town. Head north past Mount Rusalka and enter the first forest clearing you find. ------------------------------------------------------------------------------ {+2FOF+} -43- Forest of the Fey Party: Sol (30), Sarah (30), Aigis (30), Dusk (30), Eduardo (30) Enemies: Bloodfang, Killer Tiger, Grizzly Bear, Plant Spider, Killer Wolf, Gilbird, Vortex Treasure: Mythril Axe, Hi-Potion, Potion, Lightning Bow, Remedy ---------------------------------- Head west upon entering until you reach a chest with a *MYTHRIL AXE.* Now go east and take the first western path you see to end up at a chest with a *HI-POTION.* Now take the northeastern path through the trees to a chest with a *POTION.* Go back and follow the western path to a new area. Head west and then north past the save point to a clearing where some people are. Talk to the man up ahead and then go into the water and check the boy to start a fight with three Vorteces. These are stronger than the average enemy in this area, but they're still not that hard. You'll receive the Bottle of Bubbly Water after dealing with them. If you leave this area and head back in you'll find 2 chests by the man. This is a mini game of sorts where you pay gil for a random treasure. You can search {+GPCS+} for more details. Head east from the save point and north to another area. Start by going east until you reach a chest with a *LIGHTNING BOW.* Now head back to the starting point and continue west for a *REMEDY.* Follow this path until it leads back out to the world map. Head north to a chocobo forest to restore MP and then enter the nearby cave. ------------------------------------------------------------------------------ {+2GLC+} -44- Glacial Cave Party: Sol (30), Sarah (31), Aigis (31), Dusk (31), Eduardo (31) Enemies: Ice Flan, Ice Lizard, Freezeflower, Cursed Silver, Ice Golem, Lukhavi, Ice Beast Treasure: Echo Grass, Phoenix Down, Cleric's Staff, Ether, Hi-Potion, Golden Needle, Kris, Cleric's Hat, Cottage, Shiva summon, Prism Rod, Brigandine, Partisan ---------------------------------- Immediately head east to grab an *ECHO GRASS* and then head north and west to a *PHOENX DOWN.* Head back and cross the bridge, follow the path until the next area. Descend the stairs to the next room and then head west into another room leading to a *CLERIC'S STAFF.* Go back and climb down the ladder to get an *ETHER* and a *HI-POTION.* Return to where we came into this room the first time and head south. Cross the bridge into the next room and then descend the stairs into the next area. Cross the eastern bridge first and take the *GOLDEN NEEDLE* then backtrack and cross the southern bridge. Head past the southern door and keep following the path to get a *KRIS.* Now take the path that we skipped just now and head through the small room. Pop the chest that's on the way for a *CLERIC'S HAT* and then proceed down the ladder. Head east and go up the second ladder until you reach a chest with a *COTTAGE*. Go back and climb the ladder that was skipped before. Climb down either one of the next two ladders and enter the next room. Keep heading south into a save point room. Head north to fight the boss. ....................................................................... / \ . . . < Boss Fight #17 > . . . . . . Shiva . . . . HP: . . . . Attacks: Blizzara, Silence, Diamond Dust . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... Shiva will basically only use Blizzara for most of the fight. It will hurt an ally for about 500 or the entire party for around half that. Trade blows back and forth for a bit and Shiva will eventually use Blizzara on herself. This will heal her for around 500 HP and increase her magic power. Blizzara will do a bit more damage now. This can be pretty dangerous to anyone with a max HP count of less than 1000. Shiva will also seldomly cast Silence on someone. Watch out for Diamond Dust as it will do close to 600 damage to the entire party. Quickly heal that up or you can face some deaths. The best way to fight Shiva is by spamming Fira. It is the most cost efficient way to deal damage to her. The same setup used for Titan will pretty much be effective here as well. ....... You'll receive the *SHIVA* summon and the frozen water in various parts of the cave will now be thawed. This opens up some new paths to chests that were unaccessible before. If you want to get them, I would recommend restoring your HP and MP since we have to trek through a lot of this place all over again. Return to the previous screen and head north until you see some steps leading into the water. Grab the *PRISM ROD* from the chest and then enter the nearby waterfall to discover a hidden room. Get the *BRIGANDINE* from the chest and then leave the room. Make your way to the northern path into the next room. Head back to the northwestern door in this room and then go north in this small room. Cross the western bridge and continue north to a little path that we didn't take before. Walk behind the water fall and take the *PARTISAN* from the chest. That's all we had to do in this place, so we can get out of here now. Get back to Rusalka via foot or chocobo and make your way to the dock. Examine the bubbling thing by the ship to be transported into the Underwater Temple. ------------------------------------------------------------------------------ {+2UTE+} -45- Underwater Temple Party: Sol (33), Sarah (33), Aigis (33), Dusk (33), Eduardo (33) Enemies: Anemone, Devilfish, Sea Snake, Sahagin, Nereid, Conus, Water Scorpion, Torpid Bomb Treasure: Coral Sword, Tower Shield, Dream Harp, Cottage, Hell Claws, X-Potion, Barbut, Pinwheel, Dry Ether, Bard job, 5 JP ---------------------------------- Most of the battles in this place are relatively easy (especially if you use Ramuh) and yield a lot of AP per EXP. Grind here for awhile if you want to get stronger. Go north to the next room then east or west and head north through the central path for a *CORAL SWORD.* Head south and then west to the next room that has a *TOWER SHIELD.* Go back and take the eastern path this time to reach the next floor. Grab the *DREAM HARP* as you pass by then continue on and talk to the blue robed thing to start a fight with a Nereid. You might have thought this was going to be the next Green Keeper of the World of Light. Not really, these things are basically just souped up normal monsters. The only thing to watch for is Temptation, which is a multi target confusing attack. Head into the next room and talk to the mermaid. Continue forward and descend the stairs in the next room. The pot right next to you has a *MALLET* so take it and go south. Go past the Nereid and follow the path until it leads you to a pot with a *COTTAGE* and *HELL CLAWS* in a chest. Go back now and fight another battle with the Nereid. Go into the next room and talk to the mermaid. Keep going north past the save point and descend the stairs to the next floor. Go south and then east and take the stairs down to a small room containing an *X-POTION.* Go back and this time head to the western side where you will find and identical layout leading to a *BARBUT.* Go back to the center of the previous room and head south to another Nereid. Continue into the next room and chat with the mermaid once again. Go north to the next room and descend the stairs to a room that is strangely bright. Go west and tap the lit candle to pick it up. Head to the very north side of the room and tap an empty holder to drop the candle. Repeat this step two more times with the candles on the east and south sides of the room in order to open up a new route. Guess what's waiting for you by the next door? If you guessed "Nereid" then you are correct. Kill it, talk to the mermaid, etc. Proceed north and descend the stairs. Take the eastern path and enter the door to get a *PINWHEEL.* Cross over to the other side and enter the door here for a *DRY ETHER.* Go back to the previous room and head through the central passage past the save point and talk to the mermaid. A boss battle will begin. ....................................................................... / \ . . . < Boss Fight #18 > . . . . . . Styx . . . . HP: . . . . Attacks: Toad, Water, Discharge, Mini, Undine Cry . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... Styx mainly sticks to her Water spell which will do around 300 damage to the party or 600 to one member. She can also cast Toad as well which is more of an inconvenience than a threat. The same is true for her Mini spell as well Styx is weak to Lightning. However, there is a chance she will counter any Thunder spells or the Ramuh summon with Discharge. This is a multi target attack that causes Stun. This can be pretty dangerous at the wrong time so don't spam Thundara or Ramuh without caution. Styx's most dangerous attack is Undine Cry. This will inflict 500 damage to the party and cause Sap. Be ready to fill up with a Cura or Sylph afterwards. The best way to damage Styx would be through Lightning elemental weapons. A Warrior using the Coral Sword and Strike should be doing nearly 1000 damage each attack. Additionally, Styx does not counter physical attacks. ....... Watch the unusual scene that follows and you'll receive the Bard job as well as 5 JP. Leave this room by heading south and step onto the quick escape point to return to the entrance. Head down to the bubbly thing and choose to go back to the surface. You'll enter another battle with Styx who is not such a hag anymore. This is another one of those "I hurt you, you hurt me, when is this going to end?" type of battles. Do exactly that until Styx uses her signature attack, Lorelei's Tears on you. Tap through all the dialogue and that's all she wrote for [ An Enchanting Reverie ]. [ A Blessing in Disguise ] ------------------------------------------------------------------------------ {+2ALF+} -46- Alfheim Party: Nacht (26), Diana (26), Alba (26), Glaive (26) Enemies: Wyvern, Ogre Treasure: None ---------------------------------- Watch some scenes and you will automatically end up on the world map. Your destination is the town to the north. ------------------------------------------------------------------------------ {+2KRG+} -47- Kurgis Party: Nacht (26), Diana (26), Alba (26), Glaive (26) Enemies: Treasure: Phoenix Down, Ether, Antidote, Hi-Potion, Sacred Candle, 500 Gil ---------------------------------- Head into the inn and check the pot for a *PHOENIX DOWN.* Exit and then check the second barrel on the east side of the inn for an *ETHER.* The house at the end of the trail has an *ANTIDOTE* in the shelf on the right. The bottom box next to this house on the outside has a *HI-POTION.* Enter the house to the left of the magic shop. Pick up a *SACRED CANDLE* from the left barrel and then go back outside. Walk behind the house to the lone pot and tap it for *500 GIL.* Buy any upgrades you need from the stores and then leave the town the same way you came in. Head north to enter Umberwood. ------------------------------------------------------------------------------ {+2UBR+} -48- Umberwood Party: Nacht (26), Diana (26), Alba (26), Glaive (26) Enemies: Fangpuller, Ghoul, Glyphed Soul, Ent, Bloodfang, Shroomer, Bigbear Treasure: 2000 Gil, Mythril Armlet, Ether, Phoenix Down, Hi-Potion, Gaia Gear, Remedy, Mythril Knife, Sacred Candle, Cottage, X-Potion ---------------------------------- Go west upon entering to get *2000 GIL.* Now head east until you enter a different area of the forest. Follow the path to a *MYTHRIL ARMLET* and then go back to the previous screen. Move north and then towards the chest on the left for an *ETHER.* Head northeast to reach a chest with a *PHOENIX DOWN.* Head west until a scene plays and then continue on to the next area. Follow the path until it splits and then go east for a *HI-POTION.* Return to the split and go south this time to grab *GAIA GEAR.* Take the western route now and continue west when you can to another area. Take the *REMEDY* from the chest and head the other way to the next area. Cross the first bridge and then the eastern one and follow the path all the way to a *MYTHRIL KNIFE.* Go back to the original area and take the northern path to get a *SACRED CANDLE.* Now cross the western bridge and take the *COTTAGE* from the southern chest. Follow the trail north to the next area of the zone. Take the northwestern path first up to an *X-POTION* (don't use this at any point, save it for a future event). Now head the other way and then go north and east to a scene. After that, continue north to leave this place. Head north to reach Aule. ------------------------------------------------------------------------------ {+2ALE+} -49- Aule Party: Nacht (27), Diana (27), Alba (27), Glaive (27) Enemies: Rukh, Bandersnatch Treasure: Remedy, Sacred Candle, Ether, Antidote, 4000 Gil, Phoenix Down, Hi-Potion ---------------------------------- Head west and search the pot by the 2 barrels for a *REMEDY.* Enter the small house all the way to the east side. Check the east barrel for *SACRED CANDLE* and the middle pot for an *ETHER* as well as the top pot for an *ANTIDOTE.* Go into the central house on the slightly elevated platform and search the bottom pot for *4000 GIL.* Talk to Kokkol to open up the town's stores and to gain access to the next dungeon. The top right barrel next to the magic shop contains a *PHOENIX DOWN* and the bottom barrel in the tavern has a *HI-POTION.* Buy whatever you can afford from the shops. Prioritize the same spells as with Sol's group. The boss of the next dungeon fancies Curse Breath. It will use this very often to cause damage and inflict Curse on the party. I would suggest picking up a Mythril Bangle for anyone in your party that can equip it. This accessory prevents the Curse status effect. Speaking of which, the next dungeon itself is going to be a real hassle to get through if you don't have a Red Mage or a Black Mage in your party. So, it may be wise to change someone if that's the case. Gear won't be a big deal if you do that since you can switch back to your usual setup before fighting the next boss. Leave Aule when your preparations are complete and travel east to the Cave of Dread. ------------------------------------------------------------------------------ {+2COD+} -50- Cave of Dread Party: Nacht (27), Diana (27), Alba (27), Glaive (27) Enemies: Outcast, Death Crawler, Leprechaun, Cruller, Abyteel Treasure: Hi-Potion, Echo Grass, Cottage, Mythril Spear, Phoenix Down, Dark Sword, 3 JP ---------------------------------- Head up and talk to the dwarf to gain access to the cave itself. Some of the enemies in this cave cannot be killed unless the final blow is a magic attack. The only other option is to switch someone to Jobless and buy a Dark Sword from Aule. Head east all the way to a *HI-POTION* then go north and climb down the ladder. Pop the chest for an *ECHO GRASS* and then climb up the ladder to the next room. There's a healing pot directly to the north if you need it. Head west to pick up a *COTTAGE* and then work your way east and up the ladder. Continue on to a *MYTHRIL SPEAR* and then enter the next room. Get the *PHOENIX DOWN* from the chest to the southwest and then head north to a save point room. Walk past the robed thing and check the chest for a *DARK SWORD.* Tap the robed dude for a boss fight. ....................................................................... / \ . . . < Boss Fight #19 > . . . . . . Hecatoncheir . . . . HP: . . . . Attacks: Curse Breath, Whack, Quake . . . . Weakness: Dark . . . . Difficulty: **** . . . ........................................................................... This boss is just plain nasty. Hecatoncheir is probably the hardest battle thus far. His standard attack does about 300 damage and he can strike 3 times if he so fancies. He can attack with Curse Breath which does about 200 to the party and randomly adds Curse. Get rid of that right away because it will kill your damage output. Hecatoncheir is fast and you can't Slow him down. The only thing he is weak to is Dark and you have nothing that can put out that element except for the Dark Sword you just found. However, you need to be Jobless to use it. Normal physical attacks and magic are both around the same strength in this fight. The boss will also use Quake from time to time for about 400 damage to the party. After dealing enough damage, the boss will regenerate just like the other foes in this place. Attack him some more to trigger a more powerful regeneration. At this point the Dark Knight from Umberwood will join the party. It's good to have him land the finishing blow to kill Hecatoncheir for good. Luckily, his Darkness attack does heaps of damage. I actually suggest letting the rest of the party mainly focus on support while he deals damage. This fight is hard because it drags on for so long. Keep up the pace and you'll be okay. ....... Graham will officially join the party at this point and you'll receive 3 JP. He is pretty powerful thanks to strong equipment and some good skills. Just make sure you watch his HP if you're going to make use of them. I suggest making a pit stop at the save point room to restore HP and MP because this cave leads straight into another dungeon. Continue to the north a bit past where you fought Hecatoncheir until you reach an exit onto Mount Falgabard. ------------------------------------------------------------------------------ {+2MFB+} -51- Mount Falgabard Party: Nacht (29), Diana (29), Alba (29), Glaive (29), Graham (30) Enemies: Diorite, Gremlin, Wyrm, Ogre Chief, Mandrake, Rukh Treasure: X-Potion, Echo Grass, Dry Ether, Hi-Potion, Hell Claws, Ether, Remedy ---------------------------------- Follow the path up a ladder until you see a discolored spot on the ground which is actually a hidden passage. Proceed onward and grab the chest for an *X-POTION* then continue north. Head past the steps to the west for an *ECHO GRASS* and then proceed to the next area. Climb the ladder and take the *DRY ETHER* then head to the east. Get the *HI-POTION* from the chest then climb 2 ladders and cross the western bridge for *HELL CLAWS.* Go back the other way and continue on to the next area and a scene. Head east first and grab the *ETHER* from the chest. Go back and head west until you get a *REMEDY.* Now just keep going forward until you end up back on the world map. Proceed to the castle. ------------------------------------------------------------------------------ {+2CFB+} -52- Castle Falgabard Party: Nacht (30), Diana (30), Alba (30), Glaive (30), Graham (31) Enemies: Horned Devil, Soul of Hate, Bandit Treasure: Elixir, Cleric's Hat, 3 JP, Justaucorps, X-Potion, Barbut ---------------------------------- Proceed north through the first gate and into the castle itself. Head into the door on the right and then the second door from where you came in. Use the healing pot to recover and buy anything you need from the moogle. Leave this room and go west to the first door your come across on this side. Watch the confusing scene and then head back out to the where the first moogle was. Go up the stairs to the east and into the tower. Check the chest on the second floor to start a battle against 2 Horned Devils. These guys aren't hard and will make regular appearances pretty soon. You'll receive an *ELIXIR* after the fight. Leave this tower and head west to another one. There's another monster infested chest on the second floor. You'll fight 3 Souls of Hate and the story isn't any different with these as well. You get a *CLERIC'S HAT* after winning. Head back into the castle again and take the stairs going down on the western side of the room. Enter the central door here to start a fight with 3 Bandits. These are essentially more normal battle fodder so eliminate them swiftly. Follow them downstairs and go past the save point to enter a boss battle. ....................................................................... / \ . . . < Boss Fight #20 > . . . . . . Dundoth & Bandit x3 . . . . HP: . . . . Attacks: Slice 'n Dice, Roundhouse, Eye Gouge, Whack, Thwack . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This may sound like a regular fight, but, Dundoth is surprisingly annoying. His Slice n' Dice skill does about 300 damage. Roundhouse will hit for about 350 and inflict Stun. The combined damage of all the foes can be surprisingly high so try to take out the Bandits quickly. Graham's Onyx Wave will take care of them nicely as long as you keep him from killing himself. Once the Bandits are down and Dundoth is the only one left, things get interesting. Dundoth will often counter any physical attacks with a Whack. This will do close to 500 damage and cause Confusion. It's a surprisingly effective way to drag the battle on if your team consists primarily of Warriors, Monks, Thieves and Rangers. Don't rush to get the kill on Dundoth unless you want to gamble the fact that he can confuse a lot of your party. Honestly, this fight isn't even comparable to the difficulty of the previous boss. However, it's not the walk in the park that it may appear to be at first. ....... You'll receive 3 JP after the battle. Pop the left chest for *JUSTAUCORPS,* the middle one for an *X-POTION* and the right one for a *BARBUT.* You can also find an *ETHER* in the right barrel by the shelf. Head back and recover then follow the bandits through the new door to reach the Passage. ------------------------------------------------------------------------------ {+2PSG+} -53- Passage Party: Nacht (30), Diana (30), Alba (30), Glaive (30), Graham (32) Enemies: Devilfish, Soul of Hate, Death Stalker, Anemone, Goetia Treasure: Hi-Potion, Tent, Ice Bow, Cottage, Kris ---------------------------------- Head north and then west and check the bottom pot for a *HI-POTION.* Move south into the water all the way down to a platform. Go up to it and head west to a chest with a *TENT.* Head north and cross the bridge to get an *ICE BOW* then go to the next level. Proceed south all the way to a chest containing a *COTTAGE.* Continue along the path past the save point to find that Dundoth's seen better days. Take the hidden passage to the west in order to get a *KRIS.* Talk to the soldier in the middle to initiate a battle. You'll be up against a Commander and 2 Lancers. This is essentially the same as the fights from Chapter 1 and Sol's Chapter 2. Honestly this should be a pretty easy fight. There's really no tricks or anything the way there was with the Dundoth fight. Continue north and then head east and all the way down to unlock the door that connects to the healing pot room in Castle Falgabard. Now take the northern exit to end up on the world map. Head north and then east to discover a chocobo forest by the mountains. Grab the black chocobo from here and fly back to the Passage and then south to find some shoals. Follow them onto land and then immediately head north over a river until you see a cave up ahead. Enter the Cave of Perfervidity. ------------------------------------------------------------------------------ {+2COP+} -54- Cave of Perfervidity Party: Nacht (32), Diana (32), Alba (32), Glaive (32), Graham (33) Enemies: Lemur, Cursed Silver, Flamequine, Icaronycteris, Magma Turtle, Grenade, Hellcat Treasure: Hi-Potion, Tower Shield, Antidote, X-Potion, Hi-Potion, Brigandine, Ice Knuckles, Cleric's Staff, Ether, Ifrit summon ---------------------------------- Take the western path to get a *HI-POTION* and then go east until you reach the next room. Pull the chain on the wall to create some steps and then go to the next room. Follow the path and head up the ladder into the next room here as well. Pop the chest on the way for a *TOWER SHIELD* and then yank the chain on the wall to clear out some lava. Head through the cleared path then up the ladder and go east for another chain. Follow the route as it leads to the next room. Head down the first ladder and then go south to find an *ANTIDOTE* then go down the second ladder to the next screen. Keeo going until you find another chain. The lava flow will have completely stopped now so head west and back to the previous area. Head south to reach a previously blocked area. Head west and grab the chest on the way for an *X-POTION.* Head up the ladder into the room and check the chest for a *HI-POTION.* Continue up the ladder and keep going to reach a chest with a *BRIGANDINE.* Head back to the main lavaless room and keep going east to the ladder. Climb it and grab the *ICE KNUCKLES* then keep going east again to reach a chest with a *CLERIC'S STAFF.* Now head back and enter the cave and follow it to the other end for an *ETHER.* Now go into the central path and head past the save point to the last area. Go in either direction up to the top and tap the robed guy to start a fight. ....................................................................... / \ . . . < Boss Fight #21 > . . . . . . Ifrit . . . . HP: . . . . Attacks: Whack, Fira, Heat Up, Hellfire, Thwack . . . . Weakness: Ice . . . . Difficulty: *** . . . ........................................................................... Ifrit's hits hurt quite a bit. His Whack can do up to 750 damage to someone in the front row and cause Confusion. Fira will do about 250 damage to the party. When he uses Heat Up get ready for something big. Hellfire will hurt the party for upto 650 damage. Cure that up ASAP and keep attacking. If you are using a Monk then put those Ice Knuckles to good use. Blizzara will be great as well. Ifrit can really spam his attacks quite fast. If he uses his Hellfire too often, things can get messy. Try to use Ice based damage as much as possible because this is a fight that needs to be ended quickly. ....... You'll receive the *IFRIT* summon for tackling this fight. Leave the dungeon via Teleport or the good old fashioned walk out. Fly back to the area around the chocobo forest but keep going north to reach Mount Gulg. ------------------------------------------------------------------------------ {+2MGL+} -55- Mount Gulg Party: Nacht (33), Diana (33), Alba (33), Glaive (33), Graham (34) Enemies: Hell Liger, Fire Elemental, Horned Devil, Pyrolisk, Prometheus, Magmantis, Lancer, Archer, Fire Gigas, Martial Artist, Sorcerer Treasure: Hi-Potion, Echo Grass, Phoenix Down, Remedy, Prism Rod, Phoenix Down, Officer's Hat, Cottage, Ether, Hi-Potion, Cleric's Robe, Pinwheel, Dry Ether, Graham's Sword, Sigurd's Armor, Dark Knight job, 5 JP ---------------------------------- Immediately head west and grab the *HI-POTION* from the chest. Go back and head west up the ladder and then west again for *ECHO GRASS.* Climb the steps and the ladder on the left to get a *PHOENIX DOWN.* Now climb the other steps and follow the path to the next area. Head north and cross the bridge to get a *REMEDY.* Climb this ladder and keep going north until you get a *PRISM ROD,* then cross the previous bridge. Follow the path as it leads to the next area. There are no twists or turns here so just follow the long, linear path until it takes you inside the volcano. This is a pretty good place to gain AP if you're interested. Go east and then north and pop the chest for a *PHOENIX DOWN.* Cross the bridge and head south past the stairs to find an *OFFICER'S HAT.* Now go downstairs. Follow the eastern route to get a *COTTAGE* and then go back and head west. Keep going till you reach the next area. There's going to be visible soldier avatars on the next few maps. Head west when you can to reach a small opening with an *ETHER.* Now head to the eastern side and check the pot for a *HI-POTION.* Head north from here to go downstairs. Walk east and a scene will occur. Continue onward to the next room and immediately head west and go down the stairs. Follow this path to get *CLERIC'S ROBE* then go back to the main room. Head north and go through the opening to find a *PINWHEEL.* Return to the main room and run like mad to the other side to find another opening you can go through. Do so and take the *DRY ETHER* from the chest. Go back to the main room again and back up to the skipped opening in the middle of the north wall. Go in and you'll get the "last save point of the chapter" speech. Head north and you'll fight another one of those Commander guys. Use the same strat as before since nothing has changed besides his cronies. Afterwards, watch the humorous scene and head through the door which will take you outside of the volcano. Guess we're done wit... oh look who's come to party. ....................................................................... / \ . . . < Boss Fight #22 > . . . . . . Baugauven . . . . HP: . . . . Attacks: Fira, Burning Slash, Heat Wave, Final Backdraft . . . . Weakness: Ice . . . . Difficulty: *** . . . ........................................................................... Baugauven puts out a considerable amount of damage and he's quick too. His standard attack does about 400 damage. Burning Slash will do around 600 and he can double it up. It's possible for a single target to take 1200 damage from this combo which will outright kill low level mages. Heat Wave does around 500 to the entire party. Fira will typically hit one person for about 300 damage. There's a chance he will use Fira as a counter everytime he takes damage. Focus on healing with one healer and have someone else who can help out after a Heat Wave. Baugauven is weak to Ice just like Ifrit so a Monk armed with the Ice Knuckles will be deadly. Blizzara is also great in this fight as well. This fight is actually unwinnable. However, unlike most of these kinds of battles, you actually have to damage Baugauven enough. This value is pretty similar to the boss fights you've had to win. Once you have, he will use Final Backdraft and end it. ....... Graham will enter the battle alone. This is basically the same deal as with Gramps. So just Auto battle till the end. Tap through a bunch of dialogue and you'll receive Graham's Sword, Sigurd's Armor, the Dark Knight job and 5 JP. Thus we have finished [ A Blessing in Disguise ]. ============================================================================== {+CPT3+} -- D. Chapter 3 -- "Warriors of Light and Darkness" ============================================================================== [ Forgotten Memories ] ------------------------------------------------------------------------------ {+3RKS+} -56- Rusalka Party: Sol (35), Sarah (35), Aigis (35), Dusk (35) Enemies: Treasure: None ---------------------------------- Watch some scenes and then you'll automatically end up on the world map. Head north and enter Mathel. ------------------------------------------------------------------------------ {+3MTH+} -57- Mathel Party: Sol (35), Sarah (35), Aigis (35), Dusk (35) Enemies: Gloom Widow, Goblin Captain Treasure: Hi-Potion, Antidote ---------------------------------- Check the box next to the inn for a *HI-POTION.* Head into the magic shop and examine the middle box for an *ANTIDOTE.* The shops have some better stuff for sale. However, you probably found most of it in the previous section. Buy whatever you need and then leave Mathel. Head north to reach Ashmonte. ------------------------------------------------------------------------------ {+3AHM+} -58- Ashmonte Party: Sol (35), Sarah (35), Aigis (35), Dusk (35) Enemies: Aegir, Narciss, Ashen Treant, Goblin Captain, Needler, Lancer Treasure: X-Potion, Hi-Potion, 2500 Gil, Ether, 4 JP, Antidote, Cottage, Maiden's Kiss, Cypress Pole ---------------------------------- Head north and then east to another area. Follow the path to an *X-POTION* and then return to the previous screen. Go forward until you enter the next area. Follow the path for a scene and then keep going to the next area. Grab the *HI-POTION* from the chest and then cross the bridge up ahead. Enter the next area and and head north to another scene. Your party will now be briefly divided into Sol/Sarah & Aigis/Dusk. Don't be overly concerned if your job combos aren't optimal right now. The number of enemies per fight will be temporarily reduced. Head north to the next area and take the *2500 GIL* from the chest. Head west to the next area. Walk a little bit to the west and a scene will begin. Continue on and get an *ETHER* then talk to the soldiers to fight them. The battle is against two Lancers. You should be intimately familiar with these guys after having killed zillions of them with Nacht's group. Argy will join the party after the battle and you'll receive 4 JP. Argy is a Memorist and has access to a wide array of abilities compared to previous allies. You can access them by using the Memorandum command in battle. She's useful, but Memorandum can be very random and potentially waste time in combat. Anyway, head north and the game will shift to Aigis and Dusk. Follow the path to the next screen then grab the *ANTIDOTE* on the west side. Go north until you hit the next area. Walk around the stumps and get the *COTTAGE* from the chest and then head northwest to the next area. Advance forward and a scene will start. You'll be back with Sol, Sarah and Argy now. Head north to grab a *MAIDEN'S KISS* and then west to start a scene. Now go south to another area and keep going in until you spot Aigis and Dusk. Talk to either of them to restore your full team. Grab the *CYPRESS POLE* from the nearby chest and then leave Ashmonte via Teleport or jogging. Make a pit stop back in Mathel if you need to. Afterwards, head to the purple dot to the east. ------------------------------------------------------------------------------ {+3HRC+} -59- Hierro Cave Party: Sol (36), Sarah (36), Aigis (36), Dusk (36), Argy (40) Enemies: Hierrorite, Mighty Golem, Speartongue, Earthipede, Rock Eater, Alveolata, Dinonix Treasure: Hi-Potion x2, Eye Drops, Phoenix Down, Red Scorpio, Cottage, 2000 Gil, Antidote ---------------------------------- Cross the bridge and get the *HI-POTION* from the chest. Cross the second bridge and go past the stairs to get *EYE DROPS*. Now go down to the next floor. Make your way down to the second ladder then climb it to reach a chest with a *PHOENIX DOWN.* Back it up and head down the stairs and keep going south until you can go up the nearby stairs. Take the *RED SCORPIO* and then continue south to the next room. Check the box for a *COTTAGE* and then keep going south. Head west when you can to pick up *2000 GIL* and then go past the save point to the southwest. Follow the path to get a *HI-POTION* then go back to the save point and head southeast. Keep going until you reach the next floor. Follow the path all the way through to the next level. Grab the *ANTIDOTE* to the north and then go south and cross the bridge. Head south when you can and follow this trail to leave the cave. Head east until you find Fabrica. ------------------------------------------------------------------------------ {+3FBC+} -60- Fabrica Party: Sol (38), Sarah (38), Aigis (38), Dusk (38), Argy (41) Enemies: Funguar, Dual Horn Treasure: Remedy, Hi-Potion, Mallet, Dry Ether, Golden Needle, 3000 Gil ---------------------------------- Head west and check the barrel for a *REMEDY.* Now go east and enter the house with the moogle next to it. Check the barrel for a *HI-POTION* and then exit. Head north and enter the big house. Check the nearby pot for a *MALLET* and then leave. Head west and check the box by the wall for a *DRY ETHER* and enter the nearby house. Check the Gnome toy in the room for a scene. Now head north and keep going east until you reach the house to the right of the magic shop. Search the barrel for a *GOLDEN NEEDLE* and then leave. The pot in the weapon and armor shop has *3000 GIL.* If you go south of the store and check the tiny flower you can view a scene. There's all new stuff to buy including some important magic spells. I suggest picking up Curaja and Shell before you get anything else. The next boss is a tough one if you take him on in this section. You're likely going to need a White Mage for it. In fact you may want to just use one in general from now on because Cura is going to be obsolete pretty quick. Also anyone who can equip a Gold-spun Robe should do so for now. You can also buy Cottages now. I would recommend keeping those over Tents solely because using multiple Tents is annoying. Stay at the inn before leaving to witness another scene. Head southeast to enter a chocobo forest and unlock the black chocobo for this area. Fly to the shoals south of Fabrica and head towards the purple dot by the forest. Land the chocobo south of that spot and walk north to reach a clearing. ------------------------------------------------------------------------------ {+3AGV+} -61- Anima Grove Party: Sol (38), Sarah (38), Aigis (38), Dusk (38), Argy (41) Enemies: Dinonix, Ouroboros, Great Avian, High Ogre, Gevaudan, Spritzer, Bonnacon Treasure: Phoenix Down x2, X-Potion, Faerie Robe, Phoenix summon, Fey Staff ---------------------------------- Head east and follow the path north and then west to reach a *PHOENIX DOWN* then go east again. You'll see something odd and then you can continue on to the next area. Head west and then north all the way to an *X-POTION* then go southeast and follow the path to the next screen. Grab the chest to the northwest for a *PHOENIX DOWN.* Follow the path forward and then go north or south to the next area. Keep going east on this screen to a *FAERIE ROBE* then back up and head south. Follow this path to a small area with a save point. Proceed onward to the next screen and keep going till you see the orange robed thing once more. A boss fight will start now. ....................................................................... / \ . . . < Boss Fight #23 > . . . . . . Conqueror . . . . HP: . . . . Attacks: Thwack, Roar, Bite, Pox . . . . Weakness: Fire . . . . Difficulty: *** . . . ........................................................................... Conqueror makes use of the standard Thwack for about 300 damage to everyone in the front row. It can also use the multi targetting Roar to cause Stun. The boss can Bite a target for about 400 damage. It can also double up its physical attack for about 300 damage a hit. Conqueror will often counter physical attacks with a Bite that will cause Poison and Confusion. This poison is nasty and you might want to try and keep it off even though you'll have to deal with it often. Conqueror's most deadly attack is Pox. This deals about 600 damage to everyone in the front row and has a chance to cause defense down. He will start to use this move quite often when he's lower on HP. Try your best to keep removing the defense down effect by casting Protect. Conqueror is weak to the Fire element, so Fira will be a good way to go. Have Argy open with a War Cry if you have at least two fighters on your team. Then have her assist in healing after each Pox attack. All in all this battle is pretty easy up until he starts using Pox. Then it's just a matter of keeping up with the healing. ....... After your victory you will receive the *PHOENIX* summon. You probably won't be getting much use out of this summon just yet because it costs an absurd amount of MP for this point in the game. Anyway, Teleport out, but go back into Anima grove. There was one chest that we couldn't reach before because it was blocked by a dead bird. Go east and north then east again to the next screen. Follow the eastern path to a chest with a *FEY STAFF.* Okay, we're done for real now so Teleport or walk out again. Hop on your black chocobo and return to Fabrica if you need to use the inn. Otherwise head north of the town to the next dungeon. ------------------------------------------------------------------------------ {+3FBV+} -62- Fabrica Cave Party: Sol (41), Sarah (41), Aigis (41), Dusk (41), Argy (43) Enemies: Carmilla, Carmilla Bat, Hellclaw Treasure: Death Sickle ---------------------------------- Follow the path forward until a scene plays. Move north, but, go through the hidden passage on the right first. Grab the *DEATH SICKLE* and then go on to the next room. Head forward to enter the ship. ------------------------------------------------------------------------------ {+3SHP+} -63- Ship Party: Sol (41), Sarah (41), Aigis (41), Dusk (41), Argy (43) Enemies: Repairer, Base Guardian, Highlander, Storm Trooper, Sky Shooter, Sentry Treasure: Burning Knuckles, 4000 Gil, Dark Hat, Eye Drops, Cottage, Phoenix Down, Amphibian Rod, 4 JP ---------------------------------- Head east and down the ladder to the next level. Climb down the ladder near your starting position and follow the path to get *BURNING KNUCKLES.* Head back to the initial platform and go west. Take the *4000 GIL* from the nearby chest then climb down the southern ladder. Follow the figure as he descends the next ladder and then take the western ladder down to a chest. Open it for a *DARK HAT* and then return above and go down the other ladder. Climb the northern ladder first and pick up *EYE DROPS.* Now take the other ladder down to the next level. Descend the eastern most ladder here to get a *COTTAGE* and then take the other ladder down afterwards. Head down the ladder closest to you and follow the path to a *PHOENIX DOWN.* Backtrack to the other platform and take the western ladder this time. Climb the western ladder on this platform for the *POWER SASH* then head back and follow the figure down the ladder. Take the nearby ladder down to the lower platform then back up again. Now look for a narrow path right below the bottom of the left machine. If you follow this to a ladder you will get an *AMPHIBIAN ROD.* Go back and then take the ladder that the figure used. There is a save point on the top platform. Descend the bottom ladder to the next floor. Here you'll fight three Sentries. They're not much different than the rest of the stuff in this place. Try to stay in good shape because there's a boss battle right after this fight. ....................................................................... / \ . . . < Boss Fight #24 > . . . . . . Vata . . . . HP: . . . . Attacks: Jump, Thunder Breath, Buffet, Lancet, Wild Dance . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... You've fought him before, but, not really against his Dragoon powers. He can inflict massive damage to a single character with Jump. It's possible to get one shotted by it if you're underlevelled. His physical attack can do about 400 damage and he can double it up. As before, Vata now absorbs Wind element attacks so leave the Spears, Bows and Pinwheel at home. Thunder Breath will do about 600 damage to the party. Vata's most fearsome attack is Buffet, which will hit the 700 mark and cause Stun to the party. Lancet is probably going to be a relief for you as it does minor damage and drains a little MP. Wild Dance causes physical damage and hits random targets five times or so. Having a main healer and Argy on stand by for overuse of Thunder Breath and Buffet is a good idea. Vata has no weaknesses, so just attack him with the usual. Strikes, -ra spells, Shiva, etc. are all viable in this battle. ....... The party will receive 4 JP for beating him. Click the switch up ahead and then enter the elevator and choose to go to the Heliogabalus. ------------------------------------------------------------------------------ {+3HGB+} -64- Heliogabalus Party: Sol (43), Sarah (43), Aigis (43), Dusk (43), Argy (45) Enemies: Sentry, Repairer, Iron Fist, Swordmaster, Noble Lancer, Storm Trooper, Gevaudan, Weresoldier X, Proto Armor, Archmage, Demitiger Treasure: Golden Needle, Hi-Potion x2, Squall Lance, Eye Drops, Tent, Ether, Close Helm, Rune Bangle, Close Armor, Phoenix Down, X-Potion, Cottage, Memorist job, 5 JP ---------------------------------- There is a save point in this room which you'll probably need to use. Go into the eastern room and tap the door to start a scene. Sol will do his regularly scheduled stupid thing and you'll enter a battle with some monsters. You're likely very familiar with these already so just lay waste to them. Head into the next room and pop the chest for *GOLDEN NEEDLE* then flip the switch. Go over the new walkway and enter the eastern room. Follow this path to a chest with a *HI-POTION* and a switch that opens a route back to where we need to be. Head north and hit the switch then enter the door. Cross over and then hit the switch over here to produce a chest. Grab the *SQUALL LANCE* and then proceed to the western room. Head south first and flip the switch to open a quick route back to the save point. Head north and go past the ladder for *EYE DROPS* then go down to the next floor. Go south and grab the *TENT* then head back and flip the switch and enter the eastern room. Go north and get the *ETHER* from this room. Head directly south to another room for a *CLOSE HELM* then return to the previous area. Head east and then north when you can and go through the door. Flip the switch and pick up the *RUNE BANGLE.* You can use the room directly south of this one if you need to use the save point. Now enter the northeastern door and search the top pot for a *HI-POTION.* Head down to the room directly south of this one and get the *CLOSE ARMOR.* Leave this area through the eastern path. Head north or south and take the ladder down to a new floor. Head north and grab the *PHOENIX DOWN* then go west. Take the *X-POTION* on the way to the next room. Grab the *COTTAGE* from the chest and then proceed to the next room. Hit the switch to produce a shortcut back to the first floor and then enter the door up ahead. Go into the Engine Room and watch some scenes and you'll end up in an unwinnable battle. After it ends you'll enter another one... what fun. After this one ends you'll enter an actual boss battle. ....................................................................... / \ . . . < Boss Fight #25 > . . . . . . Argy-2 . . . . HP: . . . . Attacks: Blizzaga, Thundaga 500, Firaga, Omega Boost, Smash . . . . Weakness: None . . . . Difficulty: * . . . ........................................................................... Your first move should be to actually get Argy back off the ground via Raise or a Phoenix Down. Argy-2 primarily attacks with Blizzaga, Thundaga and Firaga which will hit a target for 1000 damage or the party for 500. Argy-2 will eventually use Omega Boost for a stat increase. It will seem to start using a more physically oriented regime at this point. Smash will do about 700 to a target. Argy-2 has no weaknesses so just fight it with the usual attacks. Overall this battle is rather easy because Argy-2 seems so slow. One healer should be able to keep everyone alive without much effort. ....... Watch some scenes and you'll receive the Memorist job and 5 JP. That would be the end of [ Forgotten Memories ]. [ A Dance with Death ] ------------------------------------------------------------------------------ {+3WLM+} -65- World Map Party: Nacht (36), Diana (36), Alba (36), Glaive (36) Enemies: Gloom Widow, Rattlesnake, Striped Bark Treasure: None ---------------------------------- Watch some scenes and you will automatically end up on the world map. You can go back into the clearing you came from if you want to buy supplies, use the rift or the healing pot. Your destination is to the southeast so get a move on. ------------------------------------------------------------------------------ {+3KKD+} -66- Kaklim Desert Party: Nacht (36), Diana (36), Alba (36), Glaive (36) Enemies: Vulture, Gloom Widow, Olgoi-khorkhoi, Rattlesnake, Sand Bear, Sand Worm Treasure: Cottage, Wind Spear, Hi-Potion, Golden Needle, Poison Rod, 2000 Gil, Rune Bangle, Ether, Eye Drops ---------------------------------- Follow the path and go north when you can to get a *COTTAGE.* Go to the next screen and fall down the first sandfall. Now fall down the sandfall on the right and go south to get a *WIND SPEAR.* Fall down the nearby sandfall and then head west go up the little walkway. Go up the next one as well and take the *HI-POTION* from the chest before continuing to the next screen. Follow the path and you'll enter an oasis. This is a fully functional town so buy anything you might need before heading into the next part of the desert. Head south for a *GOLDEN NEEDLE* then go back north and take the sandfall that was closest to the starting point. Open the chest for a *POISON ROD* then drop down the next sandfall. You can drop down the nearby sandfall or walk down the path to a chest with *2000 GIL.* Exit to the east into a new area. Go northeast first and enter the next area. Take the *RUNE BANGLE* from the chest and then backtrack to where you were. Take the southeast path this time and keep going east to get an *ETHER.* Head down the tiny walkway and grab the chest for *EYE DROPS.* Keep following the desert trail to reach the world map. Head north and enter the city of Gardenia. ------------------------------------------------------------------------------ {+3GRD+} -67- Gardenia Party: Nacht (37), Diana (37), Alba (37), Glaive (37) Enemies: Treasure: 4 Casino Coins, Phoenix Down, 1000 Gil, 1 Casino Coin, 8 Casino Coins, Cottage ---------------------------------- Enter the house on the right and check the pot for *4 CASINO COINS.* Leave and go to the inn where there is a *PHOENIX DOWN* in the top pot. Head back and enter the house to the left of the item shop. Check the pot in here to get *1000 GIL.* Head up the stairs and go west to where there a bunch of boxes stacked together. Check the one that is left most and on top so you can get *1 CASINO COIN.* Enter the nearby house at the top of the steps and check the top most box against the wall for *8 CASINO COINS.* Leave the house through the western exit and check the box for a *COTTAGE* then exit the house from the front. As you've probably surmised by now, Gardenia is home to the casino. You have access to most of its content at this point. It's up to you whether or not you want to spend some time here for fun or prizes. However, the next part of the game will actually require you to come back here. More information on everything casino related can be found by searching {+CSNO+}. Go to the tavern and speak with the mysterious guy at the counter. Now talk to the bartender and watch the scene. Head over to the carpet and you'll see some more stuff. All of the shops here sell the same stuff as they had back in the oasis. The better stuff is locked for now until later on in this part of the story. The only store that is different is the item shop. Just like in Fabrica you can now buy Cottages for Nacht's team. Buy anything you need and then leave Gardenia. Make a short trek over to the west and enter the slums. ------------------------------------------------------------------------------ {+3GRS+} -68- Gardenia Slums Party: Nacht (37), Diana (37), Alba (37), Glaive (37) Enemies: Cactuar King Treasure: Sand Pearl, Carobo, Ocarina, Gear, Pickaxe, White Dress, 4 JP, Elixir ---------------------------------- Talk to the guy up ahead to watch a scene. You'll now be required to complete some tasks for the people of the slums. You have to complete four out of the possible five in order to advance the story. Here is a breakdown of all of them: 1) The old guy by the cluster of tents needs a Cactuar Needle. 2) The girl in the tent to the right of the old man wants a White Dress. 3) The downed man at the top right needs an X-Potion. 4) A mother in the left tent closest to the entrance needs a Sand Pearl. 5) The man by the western exit wants a Pickaxe. Talk to all of these people and then leave Gardenia. Four of these tasks are pretty quick assuming you have some gil to spare. Finding a Cactuar King for the needle can be rather hit or miss. You could get lucky and find one right away or not for awhile. You also have to try and steal or win the drop from it on top of that. Therefore, I recommend doing the other tasks instead unless you happen to luck out. The only perk for doing all five tasks is that you will receive a single Elixir. Head south and enter the Kaklim Desert. You should notice a sparkling spot as you walk in. Head over to that and examine it. You'll receive the *SAND PEARL* and the Antlion will attack. ....................................................................... / \ . . . < Boss Fight #26 > . . . . . . Antlion . . . . HP: . . . . Attacks: Earthquake, Bite, Slime . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... The Antlion hits reasonably hard doing about 400 or so per attack. Earthquake can be dangerous as it does about 500 to the party. It sometimes counters using Slime which is more annoying than harmful. Bite does up to 700 damage to a party member. Despite how much damage this beast puts out, it has very little HP. The fight should be over pretty quickly if you just go all out with Strikes and -ra spells or summons. ....... After that's over leave the Kaklim Desert and head to Gardenia. Let's start with the Pickaxe since it involves running around. Head into the casino from the door on the left on the top platform of the town. Talk to the nearby man then cross over to the east side of the casino and exit through the door. Talk to the guy by the tree and buy the *CAROBO.* Now go over to the house left of the item shop. Talk to the kid and trade your Carobo for an *OCARINA.* Leave and go to the tavern and talk to the man with orange hair to give up the Ocarina for a *GEAR.* Now you can return to the first man in the casino and trade the Gear for the *PICKAXE.* Now all that's left is the X-Potion and the White Dress. Well, you already have the X-Potion assuming you kept the one I told you about earlier. If not you can either play in the Casino and get 300 Casino Coins or pay 20 gil per coin. That would equate to 6000 gil. The White Dress costs 500 Casino Coins and there is no other way to get it at this point. So go ahead and play in the Casino or fork over the 10000 gil for the *WHITE DRESS.* Remember that you don't need to bother with one of these items if you stumbled upon a Cactuar Needle. That is, unless you just really want that Elixir. Head back to the Gardenia Slums once you've gotten your four or five items to give to the people. You'll receive 4 JP after you've completed four and an *ELIXIR* after you complete the fifth. Talk to the guy blocking the main tent after you have finished up. Follow him in and head down the stairs then travel through the hidden passage to the left. Go through the door on the north side in the center and talk to Azhar. Go back to Gardenia now and talk to the bartender. Go into the room and talk to Matoya. Now leave Gardenia and head north to the Forest Hut. ------------------------------------------------------------------------------ {+3FRS+} -69- Forest Hut Party: Nacht (37), Diana (37), Alba (37), Glaive (37) Enemies: Funguar, Faust Treasure: None ---------------------------------- Head north and talk to the guy to get him to move. Make your way to the other end of this zone and exit. Travel east until you reach the Imperial Camp. ------------------------------------------------------------------------------ {+3IMC+} -70- Imperial Camp Party: Nacht (37), Diana (37), Alba (37), Glaive (37) Enemies: Storm Trooper, Archer, Lancer, Unit Captain, Martial Artist, Highlander, Gevaudan, Base Guardian Treasure: Golden Needle, Ether, Gold Shield, X-Potion, Ether, Shadow Blade, Dark Bow, 2500 Gil x2, Gauntlet, Dry Ether, Remedy, Cottage, 4 JP ---------------------------------- Head north until you see a scene. Walk south a little and then west through the narrow path by the trees. Go north until you get a *GOLDEN NEEDLE* and then enter the nearby building. Just walk up a little and you'll fight some imperial troops that you faced off against in Sol's section. The same thing will happen again except it'll be a back attack. Watch the scene and after it's over you'll only have Glaive in your party. I suggest simply running from battles if he happens to be a White Mage. Or, you can just change his job for now. Either way, this part is relatively short. The pot in front of you is a healing pot. Head west and then north to a chest with an *ETHER.* Then head east and north to the next area. Walk to the chest for a *GOLD SHIELD* then engage the soldier to the right. Simply trade blows back and forth for a little bit. The Mask will show up and join your party a short while after the battle starts. Finish off the Unit Captain now. Head north and grab the *X-POTION* then go west and north. Keep heading east to a chest with an *ETHER.* Head south and east to the next area. Now go and enter the building. Before you head forward, remove all of The Mask's equipment. You don't normally have to do this with temporary characters, but I suppose this is a special case. Walk up for a battle. This is basically the same thing as the last one except there are two flunkies. Have The Mask blow them up and be done with it. Watch the scenes and then your party will be back together. Head north and use the save point then east and south all the way to a *SHADOW BLADE.* Back up to the split and head east this time to the next area. Go south and follow the path for awhile. Head northeast at the fork for a *DARK BOW* then go southwest to get *2500 GIL.* Go and grab the *GAUNTLET* on the other side of the wall and continue east to another screen. Head north immediately and keep going to get a *DRY ETHER.* Backtrack to the start and take the southern route for *2500 GIL.* Get back on the main path and head north to a *REMEDY.* Enter the building and tap the chest for a *COTTAGE.* Go north and talk to the soldier for a fight. ....................................................................... / \ . . . < Boss Fight #27 > . . . . . . Base Captain & Storm Trooper + Base Guardian . . . . HP: . . . . Attacks: Swing, Axe, Takedown . . . . Weakness: None . . . . Difficulty: * . . . ........................................................................... Despite having the boss theme, this fight is barely any different than the one you just fought with Glaive and The Mask. Honestly, there really isn't any explanation needed for this fight. You even have an extra ally now to make things even easier. Auto battle through this and move on. ....... After the battle, Matoya will officially join your group and you'll receive 4 JP. Matoya's Dancer job specializes in demoralizing and disrupting the opposition. She also has a pretty decent healing skill and can drain MP for herself. Just keep going south until you leave the camp. Head back to the Forest Hut and walk to the building for a scene. Head inside and check the guy to see another one. Now head back to the slums. Go to Gardenia after the scene. The higher tier shops are open now, so I suggest buying what you can. Just like with Sol's team, I suggest buying Curaja and Shell before anything else. Head to the tavern and enter Matoya's room. Check the sparkling clock and go through the new passage. Go south, then west and north to enter a dungeon. ------------------------------------------------------------------------------ {+3BGD+} -71- Beneath Gardenia Party: Nacht (39), Diana (39), Alba (39), Glaive (40), Matoya (40) Enemies: Aqua Flan, Brown Rat, Splasher, Mollusca, Alveolata, Leach Squid Treasure: Drowsy Ring, Maiden's Kiss, Golden Needle x2, 2800 Gil, Tiger Mask, Air Knife, Remedy ---------------------------------- First head south across the bridge to get a *DROWSY RING* then hit the switch on the north side. Head into the water and go west and up the stairs. Hit the switch then cross the bridge and head to the next room. The southern room has a *MAIDEN'S KISS.* The northern one after that has a *GOLDEN NEEDLE.* The next southern room has *2800 GIL.* Enter the final door to proceed into a new part of the lair. Cross the bridge and head into the water. Hit the switch in the corner and then grab the chest for a *TIGER MASK.* Go back in the water and ascend the nearby steps to the southern room. Hit the switch then continue west to get an *AIR KNIFE.* Return to the main room and head to the northwestern door. Cross the north bridge, then the east bridge, then the north bridge and the east bridge for a *GOLDEN NEEDLE.* Go back two bridges and cross the west bridge then the north bridge and flip the switch. Head back over the last bridge and then go south and east to get a *REMEDY.* Now backtrack to the Tiger Mask chest and head north through the newly opened path. Go past the save point to enter the hideout. You'll be forced into a boss fight. ....................................................................... / \ . . . < Boss Fight #28 > . . . . . . Owner? & Weresoldier X x2 . . . . HP: . . . . Attacks: Silence, Sleep, Break, Bio . . . . Weakness: None . . . . Difficulty: * . . . ........................................................................... Owner? will spend most of his turns using various status spells. He will also rely on Bio for the brunt of his damage. Except about 800 to an ally and 400 to the party. Honestly, this battle may have had some sort of difficulty if it wasn't for the fact that you just got access to the new stores. End this fight the same way you ended the last one. ....... Walk into the central room and talk to Azhar for a scene. Leave the hideout the same way you came in the first time and then leave the slums. Watch the scene and then you'll be on the world map. Make your way back to the Imperial Camp now. If you head back to where the boss fight was you can now go through the door that was behind the soldier. Do so and exit to the world map. Skip the cave and head east until you reach Odin's Castle. ------------------------------------------------------------------------------ {+3ODC+} -72- Odin's Castle Party: Nacht (41), Diana (41), Alba (41), Glaive (41), Matoya (42) Enemies: Shade, Lodoth, Corpse, Carmilla, Carmilla Bat, Baba Yaga, Skull Knight, Mummy Treasure: Ether, Remedy, Amphibian Rod, Antidote, Sacred Candle, X-Potion, Bastard Sword, 2800 Gil, Hi-Potion, Close Helm, Close Armor, Cottage, Golden Needle ---------------------------------- Head north to the next room. Go east and south for an *ETHER* then walk to the top of the path and head upstairs. Grab the chest for a *REMEDY* then make your way north and pick up the *AMPHIBIAN ROD* in the next room. We can Teleport out and go back in the castle at this point. Go north and follow the path to the next floor. Grab the left chest for an *ANTIDOTE* then head west along the route for a *SACRED CANDLE.* Return to the original position and take the *X-POTION* from the other chest. Follow the path to the next floor. Head north, but watch for a hidden passage by the last pillar. Go through it to grab a *BASTARD SWORD* and then continue down the normal path. There is also a hidden passage on the other side, but all it does is create a longer detour off the main path. Go up the stairs to the next floor. Head south at the split and enter the room to get *2800 GIL.* Return to the split and head north this time. Skip the first door and enter the second one for a *HI-POTION.* Go back and enter the first room then take the stairs up to the next floor. Enter the western room for a *CLOSE HELM* and the other nearby room for a *CLOSE ARMOR.* Head north down the hallway and go into the room on the left for a *COTTAGE* and the one on the right for a *GOLDEN NEEDLE.* Go past the save point and up the stairs to the next floor. Talk to the guy on the throne to begin a battle. ....................................................................... / \ . . . < Boss Fight #29 > . . . . . . Odin . . . . HP: . . . . Attacks: Slice n' Dice, Gungnir, Zantetsuken . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... Odin will begin the battle with a countdown starting at 5. One does not need to be a genius to figure out that something bad will happen at 0. Everytime Odin counts, he will attack with either a physical attack, Slice n' Dice or Gungnir. His attack does about 600 and Slice n' Dice will hit for 800 damage. However, Gungnir can hit someone in the front row for up to 1400 damage. Keep yourself healed after each of those attacks. Odin will perform Zantetsuken when the timer reaches 0. This will bring the party down to critical and also possibly kill some allies outright. You'll want to have Matoya on standby as the timer gets close to 0 so she can pull off a quick Cure Waltz. Otherwise you run the risk of domino effecting your party into a game over. The timer is shortened to 3 instead of 5 after the second Zantetsuken. If anyone wants to tell me what happens after you eat more of those let me know. Odin is weak to Lightning, so Thundara is a good way to go for killing this boss. He has pretty high defense and resistance, so it'll take some time to kill him. This isn't a very tough fight since it's so structured and you know exactly what's going to happen next. ....... After the fight you'll receive the *ODIN* summon. Teleport or walk out to the world map. If you head west a little bit and then south you'll find a chocobo forest where you can unlock a black chocobo. This will give you easy access back to Gardenia if you need to purchase anything. Now head back to that cave that we skipped on the west side. ------------------------------------------------------------------------------ {+3UDF+} -73- Underground Fort Party: Nacht (43), Diana (43), Alba (43), Glaive (43), Matoya (43) Enemies: Iron Fist, Swordmaster, Noble Lancer, Repairer, Archmage, Proto Armor, Weresoldier X, Raised Ghoul, Demitiger Treasure: Remedy, Sacred Candle, Scholar's Hat, Baleen, Elixir, Burning Knuckles, Greataxe, Golden Needle, Ether, Fey Staff ---------------------------------- Head in and grab the nearby *REMEDY* then follow the path to the next floor. Go west first and get the *SACRED CANDLE* then head down the other path. Head into the opening on the western side first for a *SCHOLAR'S HAT* then go back and descend to the next floor. Keep moving south and then head east and north into the room for a *BALEEN.* Go back to the split and grab the *ELIXIR* in the chest then head through the southern exit. There aren't any splits here so just follow the path through to a save point. Head south from here to the next screen. Head west through a hidden passage for some *BURNING KNUCKLES* then go back and walk east. Skip the first ladder you see and go down the second one to find a *GREATAXE.* Return to the first ladder and descend it. Head south and tap the chests for a *GOLDEN NEEDLE* and *ETHER*. Continue south and go inside the eastern room. Grab the *FEY STAFF* and then go into the other room. Make your way through the obstacle course to the door on the northern side of the room. Proceed past the save point into the next room to start a battle. ....................................................................... / \ . . . < Boss Fight #30 > . . . . . . Asmodai . . . . HP: . . . . Attacks: Return to Darkness, Dark, Earthquake, Curse, Upheaval . . . . Weakness: Wind . . . . Difficulty: **** . . . ........................................................................... Asmodai will use Return to Darkness right at the start of the battle and you won't be able to damage him for a bit. Use this time to set up buffs and keep your HP up. After Matoya uses Crystal Eye you can start smashing him. Asmodai will periodically use Return to Darkness throughout the fight. While in this state he will constantly spam Dark against the party. To make matters worse, this will also place random debuffs on the party. You have to use Matoya's Third Eye in order to make him reappear each time. DO NOT have Matoya do any of her lengthy dances because you could end up being screwed. Only have her use the instant onesm but even with those be careful. Other than that, Asmodai can use Earthquake for about 900 damage to the party. He can also use Curse, which will probably be a welcome sight when it happens. Asmodai's strongest attack is Upheaval, which can reach up to 1400 damage to the entire party and even higher if you're inflicted with resistance down. You're definitely going to want a White Mage for Curaja since Matoya can't be relied upon all the time. Shell is also highly recommended to make Asmodai's offensive magic less atrocious. Consider this possibly the hardest boss in the game thus far. ....... Watch some scenes and you'll receive the Dancer job and 5 JP. That wraps up [ A Dance with Death ]. [ Pride Regained ] ------------------------------------------------------------------------------ {+3HBG+} -74- Heliogabalus Party: Sol (45), Sarah (45), Aigis (45), Dusk (45) Enemies: Swordmaster, Archmage, Noble Lancer, Iron Fist Treasure: 5 JP ---------------------------------- Go past the save point and up the ladder. Just keep going forward. There is only one fork and both directions lead the same way. Watch the scenes at the end. You'll receive 5 JP and a brief tutorial about memories and then regain control of Sol. Head east and then east again to enter Berth. Now that you have access to the Memorist job, you can begin to collect all of the memories that are scattered about. There are several that you'll have to backtrack for if you want them right now. Only collect these if you want to start using a Memorist as soon as possible. Without them, this job will pretty much be useless. However, if you have no desire to use one, then you can just skip the previous memories or postpone the search till later (there's a good reason why). It is a good idea to start collecting them going forward, though. All you need to do is job swap someone to Memorist and then re-enter an area to find the memory in question. Search {+MMRY+} for more details about memories and locations. ------------------------------------------------------------------------------ {+3BRT+} -75- Berth Party: Sol (45), Sarah (45), Aigis (45), Dusk (45) Enemies: Megachile, Floating Death, Gale Hound Treasure: Ether, Antidote, Golden Needle, Sacred Candle, 3000 Gil, Phoenix Down, Eye Drops ---------------------------------- Head north and search the pot for an *ETHER.* Enter the nearby house and seach the bottom barrel for an *ANTIDOTE.* Leave the house and go south to the 4 pots. Search the one closest to the water for a *GOLDEN NEEDLE.* Head to the inn and search the bottom pot for a *SACRED CANDLE.* Walk around the right side of the inn and check the top barrel for *3000 GIL.* Cross the bridge and tap the middle pot for a *PHOENIX DOWN.* Head down to the left side of the tavern and search the top barrel for *EYE DROPS.* Enter the tavern and talk to the drunkard sitting at the only table with a bottle on it. Take a look at the shops, since there's some new stuff to get. Leave Berth via the southern exit when you're finished. Head northeast amd enter Mount Wells. ------------------------------------------------------------------------------ {+3MTW+} -76- Mount Wells Party: Sol (45), Sarah (45), Aigis (45), Dusk (45) Enemies: Coeurl, Purobolos, Mythril Dragon, Floating Death, Caladrius Juggernaut, Ninja Treasure: X-Potion, Diamond Bangle, 2800 Gil, Antidote, Eye Drops, Cottage, Ether, Swordbreaker ---------------------------------- Head up the steps and approach the door. Instead walk west through the trees for an *X-POTION.* Enter the next room and proceed to the next room here as well. Head west and follow this path until you get a *DIAMOND BANGLE.* Return to the previous screen and head north until you're back outside. Tap the chest for *2800 GIL* then head west for an *ANTIDOTE.* Now go south and follow the steps back inside. Go north first for *EYE DROPS* then head through the other route. Skip the first set of stairs and head north through the underpass. Get the *COTTAGE* and then head back south. Go up the second set of stairs until you get an *ETHER.* Return to the first set of stairs and go up then cross the bridge. There is a hidden passage right before the door that leads to a *SWORDBREAKER.* Now go into the next room to find a save point. Go north to get back outside and talk to Vata to begin a battle. If Vata isn't here then that means you missed the scene with the Drunkard back in Berth. You'll have to go back and watch that and then climb back up. ....................................................................... / \ . . . < Boss Fight #31 > . . . . . . Vata . . . . HP: . . . . Attacks: Jump, Thunder Breath, Howling Gale, Wild Dance, Buffet, . . Lancet . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... This fight can be difficult without 2 healers. Vata's Jump attack does insane damage for this point in the game. It's not uncommon for it to exceed 2000 on an ally. Thus, low level mages without HP +20% will likely be one shotted by it. Vata is also extremely fast and will probably be acting twice for every turn / turn and a half that your average SPD jobs get. His other attacks do similar damage as they did the last time you fought him. However, the sheer speed of his turns, the crazy Jump damage and the fact that you don't have a fifth ally right now makes this battle considerably harder. If that wasn't enough, Vata also seems to be slightly more evasive this time around. The only saving grace of this battle is that his HP seems a lot lower to make up for the increased difficulty. However, that doesn't mean you should rush to victory. Take it slow and do your best to keep everyone alive. One death in this battle is likely going to cause a snowball effect heading towards a game over unless you get lucky and he wastes time using Lancet or something. ....... Cross the bridge and keep following the path until you reach a hut. Enter it and some scenes will begin. Exit the hut when you regain control and some more dialogue will commence. You'll be in control of Gawain now for a few minutes. You can either Auto battle through these fights or try out some of his skills if you want. Tap through more dialogue and then Teleport or walk out when you can. Return to Berth at this point and head to the inn. Talk to the innkeeper and choose "Yes" when prompted to do so. Your party will be temporarily split at this point. Proceed back to the docks and talk to Dr. Lugae. Talk to him again and choose "Yes." There's a chocobo forest close to where you're dropped off. Either walk or ride over to the purple dot that is to the northeast. ------------------------------------------------------------------------------ {+3MTB+} -77- Mount Burtgang Party: Sarah (47) Enemies: Dionix Treasure: Cottage, Glass Hauberk, X-Potion ---------------------------------- Just like with the previous section, if Sarah is a White Mage or something either change her job for now or just run from battles. Head in and grab the *COTTAGE* then climb the ladder. Keep going forward to the next level where you can get a *GLASS HAUBERK.* Continue forward and use the healing pot if you need to. There will be a scene after the next ladder. Continue into the door and head west. Take the second set of steps upto an *X-POTION* then go back and descend the first set. Leave Mount Burtgang and head to the nearby castle. Simply proceed forward until there is a scene. You'll be back with Sol, Aigis and Dusk now. Tap through the dialogue until you end up in the Underwater Cave. ------------------------------------------------------------------------------ {+3UWC+} -78- Underwater Cave Party: Sol (47), Aigis (47), Dusk (47) Enemies: Leach Squid, Coralite, Hoanes, Sea Flower Treasure: Diamond Armlet, Lamia's Tiara, 5 JP ---------------------------------- If Sarah was your healer you may need to change someone else for now. Head north and then west and take the current up. Follow the path and take the next one up as well. Take the north path at the split for a *DIAMOND ARMLET* and then go south. Head south and take the current up. Go west and ride the next current. Now go north and then northwest to another current which leads to a *LAMIA'S TIARA.* Return to the previous floor and take the other current this time. This will lead you to Castle Burtgang. Head inside and pull the chain on the wall to produce a hidden passage. Go through it and then keep moving towards the room Sarah is in. She'll now be in a fight against a bunch of enemies. Just survive / beat them up and after a bit Gawain will join the party. A few Wide Slashes will more or less kill everything. Watch some scenes and Gawain will officially join the party and you'll receive 5 JP. Gawain needs no introduction, you've used him already and you know exactly how powerful he is. Teleport or walk out of here for now and enter the town of Burtgang. ------------------------------------------------------------------------------ {+3BTG+} -79- Burtgang Party: Sol (48), Sarah (48), Aigis (48), Dusk (48), Gawain (55) Enemies: Domovoi Treasure: White Cape, 2000 Gil, Phoenix Down, Golden Needle, Echo Grass, Ether, Mallet, Sacred Candle ---------------------------------- Head north into the tower structure with a moogle inside. Search the top most box for a *WHITE CAPE* and then exit. Head east and check the lone barrel at the very end for *2000 GIL.* Head north and go into the house on the north side in the center. Search the pot in the back by the bed for a *PHOENIX DOWN* and the third pot from the left for a *GOLDEN NEEDLE.* The pot closest to the back wall in the magic shop has an *ECHO GRASS.* The barrel to the right of this same store has an *ETHER.* There is a *MALLET* in the pot closest to the back wall of the small house south of the magic shop. The pot by the house on the southwestern side has a *SACRED CANDLE.* Spend some time in the shops here as most of it should be upgrades for your party. I would recommend buying Haste before anything else and then the -aga tier spells if you're using a Black Mage. Haste is going to be really good for boss fights from now on so definitely pick it up. Leave the town when you are done and head northwest to a chocobo forest. You can unlock Burtgang's black chocobo if you wish. Now walk or fly over to the purple dot over to the east of Burtgang. Enter the clearing. ------------------------------------------------------------------------------ {+3DVF+} -80- Divine Forest Party: Sol (48), Sarah (48), Aigis (48), Dusk (48), Gawain (55) Enemies: Hellflower, Tanglethorn, Gorgias, Katipo, Goblin Mage Treasure: Platinum Helm, Dry Ether, X-Potion, Unicorn summon, Platinum Armor, Cottage ---------------------------------- Head south and talk to the creature for a scene. Now go east to a new area and head west when you can. Follow this trail until you get a *PLATINUM HELM* then back up to the split. Head south to the next area and then west. Grab the chest over on the east side for a *DRY ETHER.* Cross the bridge and head south to a split. Go east first to get an *X-POTION* and then head west. Go north when you can and follow this all the way up and then talk to the thing at the end. You'll receive the *UNICORN* summon without any sort of hassle. This is a really good supportive summon. It's basically Curaja + Basuna that affects the entire party. However, we're not quite done yet. Head back 2 screens and take the western path at the bottom that we skipped before. Just follow the long path until it leads to two chests. The eastern one contains *PLATINUM ARMOR* and the southern one has a *COTTAGE.* Now Teleport or walk out of here. Return to Burtgang and make any necessary preparations. Now head back into the Castle Burtgang. ------------------------------------------------------------------------------ {+3CSB+} -81- Castle Burtgang Party: Sol (49), Sarah (49), Aigis (49), Dusk (49), Gawain (55) Enemies: Fused Organ, Midnight Mage, Katipo, Don, Trooper, Sniper, Ghost Knight, Magic Pot, Ghost Rider, Iron Knight, Archlancer, Super Grenade Treasure: Remedy, Elixir, Ether, Sacred Candle, Eye Drops, Gaia's Hammer, X-Potion, Rising Sun, Gold Hairpin, Galantine, Paladin job, 5 JP ---------------------------------- This place is going to take some time, so get comfortable. Head north for awhile until you're back in the spot where Sarah was attacked. Head east and go upstairs. Make your way south and then go outside. Take the nearby steps down to a *REMEDY* then head back inside the tower. Just keep climbing up the stairs until you reach the top. Talk to the red robed figure to start a fight with a Ghost Knight. He isn't anything special, but he has more HP than a standard foe. Gawain's weapon should be massacring it anyway. It has a nasty Sweep attack, but if you cleared the Divine Forest then you already saw a beast that could do the same thing. Flip the switch and then Teleport out to restore any HP/MP you lost. Return to the castle and head back to the "Sarah screen" and this time take the western stairs up. Grab the *ELIXIR* and then head outside in the same manner as before. Go down the stairs and pick up an *ETHER* then return to the tower interior. Make your way up to the top just like the other side. You may encounter something called a Magic Pot here. If you refrain from attacking and give it the items it asks for there is a chance it will properly die. Doing this will net you a considerable amount of EXP or AP. However, he can be fickle and you may end up wasting items. At the top of this tower will be a Ghost Rider. Basically the same story as the other one. Flip the switch and Teleport out again. Go back into the castle again and keep heading north past the save point to a new area. Take the southwestern path for a *SACRED CANDLE.* The top pot in the northwestern room contains *EYE DROPS.* The southeastern path leads to a *GAIA'S HAMMER* and the northeastern room has an *X-POTION.* Go back to the main hall and continue north to the next area. Make a left at the split and pull the chain at the end of the path. Repeat this on the other side as well to create a new path. Now continue north to the next room. If you tap the skull heads in each of the side rooms you can open some secret doors to the two chests from the other room. The western chest has a *RISING SUN* and the other chest has a *GOLD HAIRPIN.* Now continue north from the save point to the throne room. Talk to the woman by the throne and watch a brief scene. A boss battle is up next. ....................................................................... / \ . . . < Boss Fight #32 > . . . . . . Styx . . . . HP: . . . . Attacks: Water, Waterga, Undine Cry, Mini, Toad, Temptation, . . Siren Song . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... As before Styx's main attacks are all magic based. So you really want to put up Shell ASAP. Alternatively, have Gawain's first action be his Mighty Guard to put up Protect and Shell. Haste your main healer as well so you won't have issues keeping up with Styx. Styx's weakness to Lightning elemental attacks hasn't changed. However, neither has her ability to counter Lightning magic with Discharge. Water will do around 500 to the party, Undine Cry will hit for almost double that and inflict sap. Styx will double cast Mini/Toad solely to harass you. She can also cast the multi target Temptation to cause Confusion to the party. This can easily be dealt with by summoning Unicorn. Overall, this should be a very easy battle compared to the previous one with Vata. As long as Shell and Haste are kept up, Styx really isn't capable of killing a party member unless you let her. ....... Watch the scenes that unfold and you'll receive the Galantine. Gawain will leave the party as well. When you regain control, just keep heading south until more scenes begin. You'll enter into an unwinnable battle. Just Auto battle until it's over. After that you'll receive the Paladin job and 5 JP. We're finished with [ Pride Regained ] at this point. [ Honor Among Thieves ] ------------------------------------------------------------------------------ {+3SPH+} -82- Ship Party: Alba (45) Enemies: Mouse, Megachile, Floating Death Treasure: Echo Grass, Ether ---------------------------------- Watch some scenes and then you'll gain control of Alba. Talk to Nacht and Glaive then head downstairs. Check the pot on the left for *ECHO GRASS* then talk to Diana. Check the top pot in this room for an *ETHER* and then squash all of the mice in this room. Enter the northern room and choose "Yes" to rest. Go back go to the deck and talk to Nacht. Watch the scenes and then go southwest to reach a town. ------------------------------------------------------------------------------ {+3HGK+} -83- Hagakure Party: Nacht (45), Diana (45), Alba (45), Glaive (45) Enemies: Treasure: Phoenix Down, Shuriken x2, Antidote, Golden Needle, X-Potion, 1500 Gil, Dance of Veils ---------------------------------- The barrel outside of the inn has a *PHOENIX DOWN.* Head north and work your way around the house to find a *SHURIKEN* in the top pot. The bottom barrel inside the house itself has an *ANTIDOTE.* On the southwestern end is a house with a *GOLDEN NEEDLE* inside the top pot. Now enter the northern house that looks like it could swallow the entire town. Go to the western room and check the first of the left most pots to grab an *X-POTION.* Examine the second shelf in the second row on the right side for a *SHURIKEN.* Now go to the eastern room and check the bottom of the right most barrels for *1500 GIL.* Now there is an optional task we can do at this point if you'd like to unlock a dance for our newest job. It's not difficult, but it does require quite a bit of backtracking. You can decide for yourself if you'd like to bother with it or not. If you want it, then read on. Go into the Hagakure tavern and talk to the guy by the stage. Agree to dance and then leave Hagakure. Travel back to the ship and enter it. Check the sparkle to enter a rift. You will be back in the imperial camp now. If you didn't unlock the black chocobo before, then do so now. Fly over to Gardenia and do the same thing you did at Hagakure. Now leave Gardenia and fly all the way back to the small area where Nacht's group was camping at the start of [ The Dancer ]. Take the rift here back to the passage. Use the black chocobo to fly towards Aule where you need to dance at the tavern once more. Fly to Kurgis and enter the rift to head back to Alfheim. Fly over to Verde and do the dance routine here as well. Now we need to go all the way BACK to Hagakure. Talk to the man in front of the stage again to learn the *DANCE OF VEILS* dance technique. Keep in mind that there is absolutely no time limit on this. It is also worth mentioning that it is far less time consuming to do this optional task during Chapter 4. Anyway, talk to the elder in the central room to open up access to the next dungeon. Buy whatever you need from the shops and then exit the town. Travel to the north and west and enter the clearing up ahead. ------------------------------------------------------------------------------ {+3MLW+} -84- Moonlight Wood Party: Nacht (45), Diana (45), Alba (45), Glaive (45) Enemies: Clouded Wolf, Clouded Bear, Clouded Eagle, Coeurl, Juggernaut, Mythril Dragon, Dead Vine Treasure: Antimage Bow, Remedy, Shuriken, Diamond Armlet, X-Potion, Ether, White Robe, Athena's Mirror, 5 JP ---------------------------------- Talk to the guy and then take the southern path through the trees. Grab the *ANTIMAGE BOW* from the chest and go through the other route now. Follow it as it takes you to the next area. Head east then north and take the western path to a *REMEDY.* Go back and continue north to the next area. Head north and west for a brief glimpse of something, which will occur a few more times. Cross the bridge and continue to the next area. Walk forward, cross the bridge and go up the first trail to get a *SHURIKEN.* Head up the second trail and go east at the white flower to grab the *DIAMOND ARMLET.* Continue north to the save point. Follow the trail forward to the next screen. Walk past the bridge to find an *X-POTION* then cross it to the south. Head south and grab the *ETHER* from the chest then go east. Cross the bridge and then go north and follow the way until you get a *WHITE ROBE.* Backtrack to the first bridge and continue east then north to a higher elevation. Grab the *ATHENA'S MIRROR* from the chest then go back down below. Now just keep going until you reach a save point. A scene occurs north of it. You'll end up in one of those "hurt me, hurt you" battles, so do exactly that until he flees. You'll receive 5 JP afterwards and you can exit this place to the north. Go northeast to reach another town. ------------------------------------------------------------------------------ {+3MTG+} -85- Matagi Party: Nacht (47), Diana (47), Alba (47), Glaive (47) Enemies: Megachile, Floating Death Treasure: Phoenix Down, X-Potion, Dry Ether, 2000 Gil ---------------------------------- Enter the house west of the inn and check the barrel for a *PHOENIX DOWN* then exit. Check the pot next to the nearby house for an *X-POTION.* Enter the house itself and check the shelf for a *DRY ETHER.* Now go to the equipment shop and check the pot behind the building for *2000 GIL.* Now talk to the red haired guy from Hagakure near the top of the village. All of the shops here are equivalent to Burtgang, so buy what you can afford. Again, I recommend Haste before anything else. Leave Matagi and head northeast over the river to a mountain pass. ------------------------------------------------------------------------------ {+3AKV+} -86- Akame Valley Party: Nacht (47), Diana (47), Alba (47), Glaive (47) Enemies: Destroyer, Blood Lamia, Devoahan, Belgian, Undertaker, Purobolos, Wild Ogre, Juggernaut, Clouded Eagle Treasure: Wizard's Rod, Shuriken, Heavy Lance, Diamond Bangle, Cottage, Ether, Shuriken ---------------------------------- Follow the trail until it splits. Go north first to get a *WIZARD'S ROD* then return to the split and head east to the next area. Keep going east until you reach a *SHURIKEN* then go back and head north. Follow this path all the way to the next screen. Keep going until you reach some steps. Climb the first set of steps and then the closest steps to you. Follow this trail for awhile and it will eventually lead to a *HEAVY LANCE.* Go all the way back to that first set of steps and climb the other set this time. Follow it to the next area. Go past the save point and climb up the steps. Take the eastern path first to get a *DIAMOND BANGLE.* Back up to the steps and then go north for a scene. Head north up the steps and into the next area. Follow the path and talk to Jinnai for a scene. Go southeast, down the steps to the chest. Open it to get a *COTTAGE* then head to the next area. Grab the nearby *ETHER* then go east and climb down some steps. Head west and keep going until you reach a chest with a *SHURIKEN.* Now go down the other route and head south at the bottom to leave this place. Head northeast to reach a tower. ------------------------------------------------------------------------------ {+3TWT+} -87- Tower of Trials Party: Nacht (50), Diana (50), Alba (50), Glaive (50) Enemies: Lesser Ninja, Belgian, Clouded Eagle Treasure: 5 JP ---------------------------------- Head north to begin a scene. You'll enter into a battle with 4 Lesser Ninja. These guys are normal monster caliber so take out the trash. Beat them and there will be lots of lovely dialogue. You'll temporarily be controlling only Jinnai for a bit. Keep moving forward and Auto battling through the enemies. However, you might want to make use of Healing Pill against the Knight. Watch some more scenes and Jinnai will officially join the party. You'll also gain 5 JP. Jinnai is a very powerful ally. Ninja are extremely fast and their Katanas generally have good attributes. His Restorative Pill is very useful for healing up a single ally. Leave this place for now as there is something else to do first. Go northwest from the Tower of Trials to find a chocobo forest. Unlock the black chocobo so we have easy access around the area. The next Eidolon is pretty tough at this stage of the game. You may need a 2nd healer for it so I would recommend buying some extra equipment from Matagi. Otherwise fly or walk south and then all the way west to reach a cave. ------------------------------------------------------------------------------ {+3UWT+} -88- Underwater Tunnel Party: Nacht (50), Diana (50), Alba (50), Glaive (50), Jinnai (55) Enemies: Goblin Mage, Mother Lamia, Hoanes, Sea Flower, Poison Toad, Gelato, Grand Shell Treasure: Remedy, Shuriken, Ogrekiller, X-Potion, Platinum Helm ---------------------------------- Climb down the ladder and continue south to a scene. Go southeast and follow the path to a *REMEDY.* Now return to the split and go north until you reach the next area. Use the first set of steps you see to go into the water and head west for a *SHURIKEN.* Now go back to the other side and head north past the first set of steps. Enter the water from the second steps and go north to a waterfall. Head through the middle of it to enter a secret room with a chest containing an *OGREKILLER.* Now go back and take the other set of steps that we skipped. Make your way north into the next room. Head north and west to grab an *X-POTION* then head south from this island to get a *PLATINUM HELM.* Now just head to the north side of this room and take the ladder up to the next room. The exit is to the right. Our destination is visible on the mini map. Head there and enter the temple. ------------------------------------------------------------------------------ {+3ABS+} -89- Abyssal Shrine Party: Nacht (51), Diana (51), Alba (51), Glaive (51), Jinnai (55) Enemies: None Treasure: Asura, Happo Shuriken, Leviathan summon ---------------------------------- Head forward and descend the steps. You can pick up a chest from each side of the platform. The western route leads to an *ASURA* while the eastern one has a *HAPPO SHURIKEN.* Now head into the water and walk around the rocks and have a chat with the robed figure. ....................................................................... / \ . . . < Boss Fight #33 > . . . . . . Leviathan . . . . HP: . . . . Attacks: Tidal Wave, Binding Attack, Waterga, Aqua Breath, Slow . . . . Weakness: Lightning . . . . Difficulty: **** . . . ........................................................................... You're treated to a healthy dose of Tidal Wave as soon as the battle begins. This will cause around 1600 damage to the party. I recommend having everyone spend some time tossing Hi or X-Potions around so your healer can get Haste up. Leviathan's physical attack does about 1000 damage to the front row and is often paired with the paralyzing Binding Attack. Waterga will strike an ally for about 1500. Aqua Breath hits the party for about 700. Leviathan also frequently counters physical attacks with Slow. He will use Tidal Wave at periodic intervals throughout the fight. It seems like these intervals get shorter as the fight goes on. This fight is about eating a lot of damage and healing through it as best as possible. It can be hard to keep up with the damage if your main healer ends up getting paralyzed at a bad time. The one saving grace about this fight is that Leviathan is very easy to damage. Thundaga will come close to the 3000 mark and a Monk with the Blast Knuckles can achieve 2000 with War Cry and Strike. This is one of those fights that you want to end fast and it can be done with enough Lightning damage. ....... You'll be rewarded with the powerful *LEVIATHAN* summon after besting the Eidolon. A shortcut will appear to the south which will put you pretty close to the beginning of the Underwater Tunnel. Now make your way back to the Tower of Trials at this point. ------------------------------------------------------------------------------ {+3TTR+} -90- Tower of Trials Revisited Party: Nacht (51), Diana (51), Alba (51), Glaive (51), Jinnai (56) Enemies: Attack Dog, Lesser Ninja, Poison Toad, Kurohabaki, Nix, Magic Pot, Devout, Helios Treasure: Blackbelt Vest, Elixir, Shuriken, Asura, Rising Sun, Platinum Armor, Ninja job, 5 JP ---------------------------------- Head north and enter the tower itself. Continue into the next room and head up the stairs. Take the western path and enter the first door you see. Pull the left chain and then leave the room. Continue south and keep going into another room. Check the chest and you'll be attacked by some enemies. The *BLACKBELT VEST* is yours afterwards. Leave this room and head over to the east side. Enter the southern room and check the chest for another battle with the same foes. You'll get an *ELIXIR* this time. Now leave this room and head north to another room with 3 chains. Pull the middle one to open up the locked door in the center of the main room. Go through that and past the save point to the next floor. Head west to the nearby pillar and then north to find a *SHURIKEN* then try and go upstairs. You'll be back attacked by Tobikage. You can't win this one so just do the usual until it's over. This floor is tricky because if you step on any tile that had a crack in it on the previous floor you will fall. Follow the instructions to grab the chest and proceed onward. 1) 3 steps right, 8 steps down. Move over to the pillar. 2) 1 step down, 1 step right, 5 steps down and 2 steps right. 3) 1 step down, 3 steps right, 4 steps up, get the *ASURA* and then fall. 4) From the start: 3 steps right, 8 steps down. 5) 9 steps left, 1 step down, 3 steps left, 1 step up. 6) 4 steps left, 7 steps down, 4 steps right, 2 steps down. 7) 3 steps right, 1 step up, 3 steps right, 6 steps down. 8) 2 steps right then you can head south to reach the outside. Well glad that's over. You can head up either side of the stairs to get back inside. Enter the door on the left to go to the next room. Walk 3 steps north and notice that arrows start flying out of the wall. Everytime you get hit by one of these you will take 100 damage. So you can either try to avoid them by timing it or just through and heal up afterwards. The first chest on the left has *HAPPO SHURIKEN* and the second one has an *X-POTION.* Continue into the next room and head up the stairs. Cross over and enter the next room. In this room if you step on the wrong tile you will be sent back to the room before the arrows. Follow the instructions: 1) Jump down 1, right 1, down 1 2) Jump right 1, down 2, left 2, grab the *RISING SUN.* 3) Jump up 1, right 2, up 2 4) Jump left 1, up 2, right 2 5) Jump down 1, right 1, down to the save point. That's the last of these puzzles. Head outside via the southern exit and walk to the middle for a boss fight. ....................................................................... / \ . . . < Boss Fight #34 > . . . . . . Tobikage x4 . . . . HP: . . . . Attacks: Wind Slash, Sweep, Blitz, Displacement, Flash . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This battle can either be really annoying or just slightly tedious. Only one of the 4 Tobikages is the real one at any given moment. Attacking the wrong one will kill the clone but incur a counter that deals about 300 damage to the party. If you kill too many clones without hitting the real Tobikage he will simple use Displacement and change positions. You can try using single target attacks to guess where he is. This is the annoying method as chances are good that you'll just never find him. Alternatively, you can use attacks that hit all 4 of them in order to kill every clone and leave Tobikage wide open for one attack before he uses his Displacement. Naturally, you'll have to deal with taking 3 counters at once. As long as you use Curaja or Cure Waltz after a round of counters, there's basically no way you can die. You just have to rinse and repeat until he's dead. ....... Head north back into the tower. Now take the eastern path first and continue until you're outside. Climb up the first chain rope to the side and then hit the switch. Now return to the first hallway and take the western route this time. Follow this route as it takes you outside. Climb up the chain rope here in order to get *PLATINUM ARMOR.* Now go back yet again and return to where you hit the switch. Climb up the second chain rope and head back into the tower at the top. The save point up ahead will give you the usual about how this is the last one in Chapter 3. Head north to enter the top floor and then walk south and examine the pillar. The next fight is another candidate on the Auto battle game show. The real boss fight starts after that. ....................................................................... / \ . . . < Boss Fight #35 > . . . . . . Elder / Mind Parasite . . . . HP: . . . . Attacks: Flame, Flood, Blitz, Right Arm, Great Gale . . Thundaga, Blizzaga, Forsaken, Mind Blast, Soul Purge . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... The Elder's physical attack does about 1100 to the front row and he will most likely counter your physical attacks. His Ninjutsu will do about 700 to the party. That's about all he does until he puts his back to the wall. At this point his damage will rise a bit and his Ninjutsu damage will go up by about 30%. He can also use Great Gale which is essentially the Tornado spell that brings its target down to critical HP. After sustaining enough damage, Elder will become Mind Parasite and change tactics. He will start to use -aga tier nukes for about 800 to the party. These can also be chain casted on single targets for up to 1800 a shot. He will also use Forsaken, which can confuse the party and drain MP at the same time. Physical attacks may get countered with Mind Blast, which does minor damage, but inflicts Sap and Paralyze. The most dangerous attack is Soul Purge, which can exceed 1500 damage to the party. This phase of the fight should be dealt with quickly as it is dangerous to let the Mind Parasite get in too many attacks. Fortunately, this version of the boss is still considered human. The Ogrekiller and Asura are powerful human killing weapons. They will tear the Mind Parasite apart in the hands of a Warrior / Dark Knight and Jinnai. ....... Watch the scenes that follow and you'll receive the Ninja job plus 5 JP. With that we are finished with [ Honor Among Thieves ] as well as Chapter 3. ============================================================================== {+CPT4+} -- E. Chapter 4 -- "Twilight" ============================================================================== ------------------------------------------------------------------------------ {+4ASP+} -91- Airship Party: Sol (51), Sarah (51), Aigis (52), Dusk (52) Enemies: Trooper Treasure: 5 JP ---------------------------------- Watch some scenes and you'll end up in a battle with some Troopers. These are enemies from the last chapter, so you really shouldn't have trouble with them. You get to fight them one more time, except it's a preemptive battle. After some talking and some flying, you'll get 5 JP. Leave the airship via the ladder and enter Mysidia. ------------------------------------------------------------------------------ {+4MSD+} -92- Mysidia Party: Sol (52), Sarah (52), Aigis (52), Dusk (52) Enemies: None Treasure: Dry Ether, Remedy, Phoenix Down, X-Potion, White Cape ---------------------------------- The bottom barrel next to the inn has a *DRY ETHER.* Go into the item shop and check the middle box for a *REMEDY.* Head into the main building on the north side and enter the western room. Check the top pot for a *PHOENIX DOWN* then head to the eastern room. Examine the right shelf for an *X-POTION* and then go into the central room. Search the right shelf for a *WHITE CAPE* then go back and up the stairs. Talk to the Great Elder at the end of the path. Leave the building after the scenes are over. The only shops that are open at the moment are basically the same ones from Burtgang. However, there are a few different weapons so check and see if you need anything. Also, the item shop now sells X-Potions. Hi-Potions have been worthless in battle for awhile now, so get some of these if you rely on item healing. Leave Mysidia through the same path you came in and talk to Dr. Lugae aboard the airship. You'll eventually end up back on the Heliogabalus. ------------------------------------------------------------------------------ {+4HGB+} -93- Heliogabalus Party: Sol (52), Sarah (52), Aigis (52), Dusk (52) Enemies: Gustav, Trooper, Terminator, Courier Treasure: Ether, Golden Needle, Assassin Dagger, Dry Ether, Cottage, X-Potion, Dragon Armlet, Dragon Shield, Phoenix Down, Elixir ---------------------------------- Head north and enter the door that's unlocked. There's a moogle shop and a save point in here. Descend the ladder and follow the path to a door leading to the next area. Walk past the soldier and grab the *ETHER* then head back and come close to him to start a fight. The battle is against a Terminator, which you will fight a few of throughout this place. Like all machines they are weak to Lightning. Head east and then south for a *GOLDEN NEEDLE* then go north through the door. Tap the gate at the north end and then proceed through it after the scene. Descend the ladder to the next floor. Follow the path to the end skipping the first turn in order to get an *ASSASSIN DAGGER.* Now back up and go down the skipped path to the next room. Follow the west path first to get a *DRY ETHER* then backtrack the other way. Climb up the ladder first and grab the *COTTAGE* before heading through the southern door. This will open up the locked door from before and provide a shortcut back to the save point. Now return to the other room and engage the soldier. This battle will be again a Geo Armament which will start making some appearances as random encounters soon. Grab the *X-POTION* from the chest then head north to the next room. Tap the gate again and head through it. Descend the ladder and follow the path past the door all the way to the chest for a *DRAGON ARMLET.* Now head back and go through the door. Check the gate once more and you'll enter a brief battle that can't be won. You'll be in the next room after the scene is over. Cross over and enter the next room. Proceed onward and enter the save room. Head to the next room for a boss fight. ....................................................................... / \ . . . < Boss Fight #36 > . . . . . . Vata . . . . HP: . . . . Attacks: Howling Gale, Holy Breath, Jump, Wild Dance . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This battle is more or less exactly the same as the one from Mount Wells. The main difference is that you should be nearly 10 levels higher than you were back then. Thus this battle is relatively easy because you have more HP and higher SPD values so Vata doesn't seem as ridiculously fast. As long as you Haste your healer and use decent weapons like the Ogrekiller and Asura this battle should be over rather quickly. The only noteworthy addition to his arsenal is Holy Breath. This will hit for around 1200 to the party. ....... Continue north into the next room and then again to the engine room. You can't win this battle so Auto your way through it. Ignore your better judgment and head north to get a *DRAGON SHIELD.* Now go back to where you fought Vata and make your way through the path that was blocked. Keep going until you reach a split. Head north to pick up a *PHOENIX DOWN* then head back and east. Take the *ELIXIR* along the way to the next room. Continue past the save point and hop on the airship. Tap through some dialogue then head east and north up the ladder. Just walk over to the platform (no, you don't have to job change). ------------------------------------------------------------------------------ {+4WRD+} -94- World Map Party: Nacht (53), Diana (53), Alba (53), Glaive (53), The Mask (60) Enemies: Caladrius, Floating Death Treasure: 5 JP ---------------------------------- Watch a brief scene and The Mask will join the party and you'll receive 5 JP. The Mask is even more amazing now. His Flare spell will probably put out the highest damage you've seen yet. Head south to a ship and approach the wheel to depart. Exit the ship and head southwest around the mountains and such to reach a town. ------------------------------------------------------------------------------ {+4LFA+} -95- Lufenia Party: Nacht (53), Diana (53), Alba (53), Glaive (53), The Mask (60) Enemies: Treasure: Remedy, Ether, X-Potion, Silver Spectacle ---------------------------------- Check the top pot next to the equipment shop for a *REMEDY.* Search the lone pot near the stairs leading down for an *ETHER.* Head down those steps and tap the bottom pot for an *X-POTION.* There is also a *SILVER SPECTACLE* in the right most shelf. Talk to the old lady in here to gain access to the place we have to go to next. Now leave Lufenia and head southeast to a tower. ------------------------------------------------------------------------------ {+4RST+} -96- Rosetta Tower Party: Nacht (54), Diana (54), Alba (54), Glaive (54), The Mask (60) Enemies: Lufenian Soul, Spectre, Spite, Mystic Dragon, Magic Pot, Mini Satana, Medusa, Creature, Radon Treasure: X-Potion, Assassin Dagger, Remedy, Dragon Shield, Gold Hairpin, Flame Whip, Wonder Wand, Shuriken, Chouchou ---------------------------------- Head north and tap the door to open it then proceed into the tower. Follow the path upto the next floor. Keep going along the path until you reach a chest with an *X-POTION.* Head into the northern room and flip the switch to create a new opening on the first floor. Now back up to the X-Potion chest and make your way down the eastern set of stairs and follow the path to the two chests from the first floor. Take the *ASSASSIN DAGGER* and the *REMEDY* then Teleport out of the tower. Return to the tower and take the new passage up to a new area. Head west and grab the *DRAGON SHIELD* then continue on this path. Go past the stairs and pick up the *GOLD HAIRPIN* first. Now ascend the stairs and head down the western path first. Continue south and then enter the door all the way to the southwest. Take the *FLAME WHIP* and leave this room. Enter the nearby room to be returned to the staircase. Now head down the eastern route and pick up the *WONDER WAND* on the way down. Enter the central door for a *SHURIKEN* then go back inside. Enter the next door on the right and step on the magic tile. Head into the northern room and follow the long eastern path to a chain on the wall. Pull it and then grab the *CHOUCHOU* from the nearby chest. Now backtrack a little bit and head through the new hallway. Follow the northern route to a staircase. Go down either path and up the set of stairs past the save point. Examine the statue just ahead. The first fight will end right after it starts, but the second one is an actual boss battle. ....................................................................... / \ . . . < Boss Fight #37 > . . . . . . Guardian . . . . HP: . . . . Attacks: Quake, Thwack, Headbutt, Roundhouse, Right Arm, Pox . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... The Guardian has a variety of attacks that all pretty much hurt. Quake will do about 1300 to the party. The Guardian's physical attack will hit the front row for nearly 1300 along with Headbutt, Roundhouse, etc. Thwack is a little lesser than Quake. Pox is especially dangerous to anyone in the front row who has poor defense. I've seen this attack do up to 2500 damage before. Despite its hulking appearance, the Guardian is rather fast and it's important to spend the first few turns getting the usual buffs up. Have The Mask put his White Magic to use by casting Protect and Shell while your main healer gets Haste up. The Guardian has solid defense but falls fairly easily to magic. The Mask's Flare spell should be doing over 4000 to it and an -aga from a Black Mage should do around half that. ------------------------------------------------------------------------------ {+4MDS+} -97- Mysidia Party: Sol (53), Sarah (53), Aigis (53), Dusk (53), Sophia (60) Enemies: None Treasure: 5 JP ---------------------------------- Watch a number of scenes and you'll be back in Mysidia. Head into the main building and talk to Sophia. Head back outside, talk to Sophia again and she will join the party. You'll also receive 5 JP. Sophia is essentially a healer with very limited offensive capabilities. You may wish to switch your regular healing to another job while she's with you, but that's your call. Take Dusk up on his advice and visit all of the shops again because they have all new equipment and spells to buy. Especially important is the Curaga spell and Comet if you use a Black Mage. Head into the unsealed building and descend the stairs to enter the cavern. ------------------------------------------------------------------------------ {+4MSD+} -98- Mysidia Cavern Party: Sol (54), Sarah (54), Aigis (54), Dusk (54), Sophia (60) Enemies: Black Lizard, Brain, Caterchipillar, Desmodontidae, Alchemist, Gorgimera, Zombie Dragon, Mythril Golem Treasure: Golden Needle, Flame Whip, Sacred Candle, Muse's Harp, Coronet, Defender, Valkyrie Coat, Sledgehammer, Holy spell ---------------------------------- Go to the next room and grab the nearby *GOLDEN NEEDLE.* Now head west and follow the path to a *FLAME WHIP.* Go east and descend the ladder to the next level. Take the nearby ladder down to a *SACRED CANDLE* then make your way to the west. Go past the ladder and get the *MUSE'S HARP* from the chest then go down. Keep going down to the next floor where there is a nearby *CORONET.* Now keep following the path south until it leads to a scene and a save point. Descend the ladder to the next floor. Follow the path down the ladder and enter the room to find a *DEFENDER.* Exit the room and descend the ladder. Proceed onward and take the *VALKYRIE COAT* from the chest before heading down the ladder. Enter the next room and exit it just as quickly then enter the next room as well. Go through this room to get a *SLEDGEHAMMER.* Now go back and take the northern route from before to a save point. Keep going north to a scene and a boss fight. ....................................................................... / \ . . . < Boss Fight #38 > . . . . . . Protector . . . . HP: . . . . Attacks: Thwack, Roar, Holy, Holy Breath, Soul Despair . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... The Protector typically doubles up a few of its attacks. It can use a physical attack coupled with Thwack as well as Roar. Holy is very powerful and can one shot a low level mage. Holy Breath deals about 1300 damage to the party. It also makes use of Soul Despair which brings the party to critical HP. This fight shouldn't be that hard to beat. The usual Protect/Shell and Haste the healer routine will make the Protector unable to inflict any killing blows. Note that it is strong against Holy, so switch weapons if you're using a Paladin. That Sledgehammer you picked up is a fine choice if you've got nothing else. The newly acquired Comet spell will be pretty strong if you use a Black Mage. ....... Watch the scenes and you'll receive the white magic spell *HOLY.* In addition, Light side White Mages can now use White Magic Lv. 8. ------------------------------------------------------------------------------ {+4RWS+} -99- Rosetta Tower Party: Nacht (55), Diana (55), Alba (55), Glaive (55), The Mask (60) Enemies: Treasure: 5 JP ---------------------------------- Watch some scenes and you'll get 5 JP. When you regain control simply Teleport out of this place. Head back to Lufenia now and talk to Dr. Unne. Now go out to the town and talk to the white shirt girl by all of the statues. Check out the shops at this point, as the better stuff is now available. Leave Lufenia and head south past the Rosetta Tower to the next purple dot. ------------------------------------------------------------------------------ {+4BRG+} -100- Barrier Grove Party: Nacht (55), Diana (55), Alba (55), Glaive (55), The Mask (60) Enemies: Pteryx, Giant Bird, Pantera, Stealth Spider Treasure: Remedy, Sagittarius Bow, Dragon Helm ---------------------------------- Walk south a few steps for a scene. Keep going south to the next screen. Now immediately head west and pick up the *REMEDY.* Skip the other path and go back to the original position. Head south, west and then north to reach the other chest for a *SAGITTARIUS BOW.* Now go back and head west to the next area. Head south and pick up the *DRAGON HELM* before heading northwest. Now just follow the trail until it takes you back to the world map. Enter the ruins to the south. ------------------------------------------------------------------------------ {+4LFR+} -101- Lufenia Ruins Party: Nacht (55), Diana (55), Alba (55), Glaive (55), The Mask (60) Enemies: Abaddon, Vampire, Lamia Queen, Black Flan, Cursed Gold, Lufenian Soul, Grand Mummy, Giant Soldier, Marlboro Treasure: Phoenix Down, Coronet, Dry Ether, Ruffian's Knife, Deathbringer, Elixir, Dragon Mail, Tiger Fangs, Valkyrie Coat, X-Potion, Sledgehammer, Dragon Armlet, Stoneblade, Kiku-ichimonji, Diabolos summon ---------------------------------- Head north into the actual ruins to find a tablet and a save point. This stone tablet is basically the equivalent of a healing pot. Take the eastern stairs first and pick up the *PHOENIX DOWN.* Go back and take the western stairs this time. Just follow this path until you come across a split between two doors. Go into the first room for a *CORONET* and then head into the next room. Make your way north grabbing the *DRY ETHER* as you pass by. Go into the southern room first for a *RUFFIAN'S KNIFE* then head into the northern room. Skip the first room and go into the second one. Head straight south until you get a *DEATHBRINGER,* then back up to the previous room and go east. Grab the *ELIXIR* along the way to the next room. Enter the nearby room and hit the gold button on the back to open up a passage. Exit this room and enter the next room to the south. Open the chest for a *DRAGON MAIL* and then back it up all the way to where the passage was opened up. In this room pick up the jewel in the middle and Teleport out of the dungeon. Return to the tablet room and head north. Insert the jewel into the left slot on the wall and use the teleporter. Head south into the next room for a scene and then south again. Follow the path and go upstairs to find *TIGER FANGS.* Head back down and go through the nearby door. Touching anything in this room will lead to a fight. The flames will follow you around but the soldiers are pretty easy to avoid if you figure out their patterns. Head north first to get a *VALKYRIE COAT* then head west up the stairs. Enter the first room you come across and head up the eastern route to get an *X-POTION.* Leave the room and head west to another room with flames and the rotating soldiers. Head west first through all of them and grab *SLEDGEHAMMER* from the chest. Now go south into the next room. Take the *DRAGON ARMLET* from the southern chest and then head upstairs. Pick up the jewel from the altar and then cast Teleport to get back outside. Return to the tablet room and place the jewel into the middle socket. Take the teleporter to the new area. Head north and go into the eastern room for a *STONEBLADE.* Head back up to the previous room and take the western route. Walk south a little and look for a path on the west that is slightly different colored than the rest of the black. Go through this passage for a *KIKU-ICHIMONJI* then continue down the main path. Enter the next room and head down the nearby steps to enter the Hall of Demons. Go down the central path past the save point and examine the jewel at the end of an Eidolon fight. ....................................................................... / \ . . . < Boss Fight #39 > . . . . . . Diabolos . . . . HP: . . . . Attacks: Dark, Mind Blast, Evil Messenger, Comet, Binding Attack, . . Dark Breath . . . . Weakness: Holy . . . . Difficulty: *** . . . ........................................................................... Diabolos has some very strong magic attacks. Dark will hit the party in the neighborhood of 1000 damage but this seems to be his least used attack. Comet can hit up to 2500 damage on allies with low resistance. Evil Messenger will hit for around 1600 to the party and Dark Breath is around the same or a bit higher. The worst part of this fight is that Diabolos frequently counters any attack with the paralyzing Mind Blast. If you simply try and Auto fight your way through this you'll likely be left with an entirely paralyzed team other than your healer. Haste your healer right away and have The Mask get Shell up ASAP. You don't want to be taking Diabolos' magic attacks head on at full force. The boss is weak to Holy attacks, but this is the wrong team to exploit that element. Comet and The Mask's Flare spell are your best bets for hurting Diabolos. However, most attacks in general work well enough. Diabolos will probably keep your main healer pretty busy. Someone else will probably have to use Remedies for the paralysis, or The Mask can cast Basuna. ....... You'll receive the *DIABOLOS* summon after the fight. It's a strong summon but going forward there will be a number of enemies that resist its element. Leave this room through the eastern staircase. Continue east up another set of stairs. At the end of this path there is another discolored hidden passage that will lead to the last jewel. Teleport out, head back to the tablet room and power up the teleporter. Use it to enter the final level of the ruins. Go down either way and enter the Mirror Room for some scenes. Watch some scenes and then head south until another scene plays. You'll now be back on the world map. Enter the cavern to the north. ------------------------------------------------------------------------------ {+4MSV+} -102- Massive Cavern Party: Sol (55), Sarah (55), Aigis (55), Dusk (55), Sophia (61) Enemies: Ghast, Marlboro, Apocrypha, Ahriman, Fury, Behemoth, Tiatanius, Parasite, Black Flan Treasure: Phoenix Down, Remedy, Judgment Staff, Gae Bolg, Dragon Mail, Chouchou, Dragon Helm, Tiger Fangs, Ruffian's Knife, Cottage, Stoneblade, Seer job, 6 JP ---------------------------------- Your White Mages now have access to the extremely powerful Holy spell. My own preference would be to use Sophia as a healer (she doesn't get access to Holy) and field a White Mage as a support buffer and offensive caster. Anyway head north for a brief scene and then descend the ladder. Go west when you can to get a *PHOENIX DOWN* then head south to the next room. Keep going south until you reach a *REMEDY* and then head west. At the end of the thin path you'll be forced into a fight against a Behemoth. These aren't really that hard, just heal through the damage and you shouldn't have much of a problem. Holy and Comet work nicely against it. Keep your HP high at all times because it will cast Comet as a final attack before it dies. You'll have to face a few more of those so just be aware. Head west and take the narrow path first to get a *JUDGMENT STAFF.* Back up and enter the next room. Follow the path to a staircase leading down to the next floor. Go along this path past the ladder to get *GAE BOLG.* Descend the ladder to reach a save point and head east. Grab the *DRAGON MAIL* from the chest and then go back and head west to fight another Behemoth. Skip the ladder and follow the path to get a *CHOUCHOU.* Now return to the ladder and head down to the next floor. Head west and skip the ladder to get a *DRAGON HELM.* Now descend the ladder and the next one as well. Head east and climb up this ladder to reach a chest with *TIGER FANGS.* Go back down and head south all the way to a chest that has a *RUFFIAN'S KNIFE.* Now back up and go down the ladder to the next part of the cavern. Go down the nearby ladder and follow the path to a *COTTAGE* then back up and head west then south to the next room. Ignore the ladder and walk around the path for a *STONEBLADE.* Now go back and head down the ladder and follow the path until you reach a save point. Continue south and tap the crystal that's here. You will receive the Seer job and 6 JP and some more scenes will begin. ------------------------------------------------------------------------------ {+4LNM+} -103- Lufenia and Mysidia Party: Nacht (57), Diana (57), Alba (57), Glaive (57) Sol (57), Sarah (57), Aigis (57), Dusk (57) Enemies: Imperial Elite, Weresoldier Z Treasure: Meteor spell, Magus job, 6 JP ---------------------------------- Watch some scenes and you'll enter an unwinnable battle against Cocytus. Just Auto your way to its end. Watch a scene and you'll acquire the black magic spell Meteor. In addition, Dark side Black Mages are now able to cast spells from Black Magic Lv. 8. After the brief fight sequence you'll also receive the Magus job and 6 JP. There will be a long scene afterwards and then you'll regain control. Enter Mysidia and head north to Sophia. Now leave Mysidia through the eastern gate for a scene. Head north and enter Lufenia. You'll end up in battle with 4 Imperial Elites. They're not hard so just demolish them. Now just watch a bunch of scenes and then talk to Dr. Lugae and choose "Yes" to proceed. Exit the airship, enter Lufenia, and proceed north for a scene and a battle. You'll be up against 4 Weresoldier Zs. These aren't as pathetic as the previous soldiers, but they still shouldn't be a problem. Tap through some dialogue and then give Dr. Lugae the okay to return to Mysidia. The two groups are now officially merged into one! I think it goes without saying that you now have much more freedom over your party. Let me just outline some basics and some of my personal preferences. 1) Sol and Nacht's inventories and gil are combined. 2) Party members can be swapped around at any time by using the "Row" function on the main menu. The first five are considered your active party and the last three are your reserves. Characters in the reserves receive ZERO EXP AND AP. This means they will NEVER get stronger unless trained directly. The best way to use your reserves is to change them all to White Mages and have them act as out of battle healers. 3) I suggest choosing five characters you like and sticking with them through the rest of the game. You can use all of them if you like, but you might need to do extra grinding. There aren't any parts that force you to use certain characters anymore. So, there really is no advantage to using more than five characters actively. 4) All summons that you've obtained thus far are available to every character now. That means the Light side can cast Titan, Ifrit, etc. and the Dark side can cast Ramuh, Shiva, etc. Additionally, any f-abilities that were restricted to either side purely due to lack of a required summon can now be learned by anyone in the party. 5) Jobs are still restricted based on Light and Dark sides. This is the most important factor when choosing your party. In addition, this also means that the Light side will never have access to Black Magic Lv. 8 and the Dark side will never have access to White Magic Lv. 8. 6) Constructing your party is something you have to think about. I personally suggest starting with two characters to share healing duty. One of them can also contribute to the offense at times when a single healer is sufficient. Random battles and certain bosses come to mind. The three main healing jobs are White Mage, Seer and Summoner (you'll see why soon). After that, the other three members can pretty much be anything. Ideally you want them to be able to put out as much damage as possible. However, you may like the idea of a Bard or Dancer in a supportive role. Keeping those tips in mind, take a few minutes to setup your party (don't worry about lack of gear right now) and then head back to the airship via the world map. Talk to Dr. Lugae and choose "Yes" to start some scenes. Exit the airship and go to Braska if you need to buy equipment. Most shops from now on will be denoted by the red bandana guy. If not, head west and enter the clearing near that black thing. ------------------------------------------------------------------------------ {+4DSF+} -104- Deist Forest Party: Sarah (57), Diana (58), Dusk (57), Nacht (58), Sol (57) Enemies: Goblin Prince, Vorpal Bunny, Earth Raptor, Ahriman, Imperial Elite, Weresoldier Z Treasure: Remedy, Elixir, 12800 Gil, Large Fang, Dark Matter ---------------------------------- Walk north a bit and then grab the *REMEDY* on the left. Now head through the central route to get an *ELIXIR.* Go back and take the last route and follow it to the next screen. Keep following the path until you can go south. Do so to get *12800 GIL.* Now return to the north and go forward to the next area. Head west and grab the *LARGE FANG* then continue north to the next screen. Go north a bit and click on the rift. Take either direction and keep going north past the save point. Talk to the solders to begin a battle against more of those Imperial Elites from before. You've fought these before with less people, so just dispose of them. Again you'll face off against some more Weresoldier Zs. After that you will pick up the thing. Now you need to head back out to the world map. For some reason, Teleport doesn't work in these rifts. So, you'll need to head back to the forest before casting it. Backtack to the airship and talk to Dr. Lugae. ------------------------------------------------------------------------------ {+4APS+} -105- Airship Party: Sarah (58), Diana (58), Dusk (58), Nacht (59), Sol (58) Enemies: Talos, Earth Eater, Elder Dragon Treasure: Dark Matter, Argy summon, Holy Lance, Bunny Ears, Reflect Bangle, Moogle Charm, Regen Bangle, Tetra Bangle, 100000 Gil, Moogle Coin x7, Alexander summon ---------------------------------- Tap through the dialogue and then go back to Dr. Lugae. You'll receive the *WORLD MAP* and now you can use the airship to go anywhere you want. You're given literally tons of freedom at this point. I'll try to take it step by step. Our next required objective has several locations that need to be visited. These can be approached in any order you want. I'm just going to fly around and land at whichever ones I come across. However, before we do that let's grab some stellar equipment worthy of our heroes. Start flying and select "Map" then scroll to the bottom to "Moogle Cave" and head over to where it is. The weapons and armor sold here are the best that you can pay gil for in the game. I suggest outfitting your active team with equipment from here. Also, there are some new supplies, such as the Dry Ether and Remedy, that you might want. Make sure to save 100000 gil because we will need it shortly. Lastly, the fang and tail Gnomes are here as well. More info on both of these NPCs can be found by searching for {+FNGG+} and {+TALG+}. Now get on the airship and fly to Fabrica. Head north and east and check the flower. You may as well also talk to the tan bandana guy near the entrance. Pay him 100000 gil to get none other than the *DARK MATTER* (2/8) for this area. Return to the airship and head into the cabin. Talk to Argy to receive the *ARGY* summon. This summon is essentially Curaga on the whole team and it adds a random buff as well. There is a bunch of optional stuff you can pick up at this point. If you want to simply proceed with the storyline, then skip the next couple of paragraphs and check the next section. Otherwise, continue reading. Now return to the wheel and fly to Deist. Enter the town and head west where there is a new chest. Open it for a *HOLY LANCE* then leave the town. Board the airship and fly over to Harmonia. Remember this place? It hasn't served a purpose in a long time. There is a chest here towards the northwest that has *BUNNY EARS.* If you enter the northeastern house you'll find something that is blocked off. You can come back to this after beating the game. Get back on the airship and carefully look at the layout of the island on the mini map. You should notice a very small spot of land that you can put the airship down to the northeast. Do so and walk around this little area until you enter a hidden shrine sort of thing. In here is a single treasure chest that is guarded by Talos. Don't treat this as a normal monster because it can be fairly powerful at this point of the game. Defeating it will award you with a *REFLECT BANGLE.* Now exit and board the airship again. This time make your way north a little bit until you reach Castle Avalon. Fly directly west until you spot a patch of desert surrounded by mountains on all sides. Land on the grass and wander around on this desert until you come across another hidden shrine. This chest is guarded by an Earth Eater. This thing will frequently make use of Absorb Magic to nullify your next spell cast. If you've ever made use of the Red Mage's Attune Blade, then this is the exact same thing. Make sure you kill the effect off with a weak spell before trying to cast healing spells. Otherwise, you could waste your spell at a bad time. Beating this monster will grant you the valuable *MOOGLE CHARM.* This lovely accessory will prevent ALL random encounters while equipped. Very useful for backtracking to collect memories or anything else you may have missed. But, I don't suggest using it while progressing or you may end up not gaining enough levels to beat the upcoming bosses. However, if you are confident in your team then don't let me stop you. Take the airship over to Burtgang Checkpoint and land it to the east where there are multiple tiny, scattered patches of forest. You can enter the single spot of clearing that's two steps south of the single tree. This will lead to the last of those hidden shrine areas. The chest in the back is protected by the Elder Dragon. This monster has a powerful physical attack and the always annoying multi target Pandemonium. Defeating this beast will earn you a *REGEN BANGLE.* You can leave this area now and return to the airship. Fly over to Crystal Temple and enter it to find a *TETRA BANGLE.* If you head over to Mathel, you can find *100000 GIL* in a chest towards the back. Thus, you've received your Dark Matter gil refund :P. Now there are several Moogle Coins that can be found: 1) Dragon Roost - Inside the inn/item shop. 2) Capo - Extreme western side by the mini dock. 3) Kurgis - In the back by the grass. 4) Verde - Extreme northwestern side. Through the underpass of the big house. 5) Mount Verde (S) - The coin is close to the entrance. 6) "Campsite" - This spot is not marked on the map. It is a bit north of the coliseum. This is the area where Nacht's party starts during [ The Dancer ]. 7) Northern Cave (N) - The coin is close to the entrance. Other notes of interest are that the coliseum is now open (search {+CLSM+}), the casino has some new novelty items (search {+CSNO+}) and there is a name changing service in Lufenia (search {+NMKP+}). Jump on the airship and fly over to Mysidia. If you recall there was a moment before where the game gave you a glimpse of an opening beyond the Mysidia Cavern. This was where we picked up Holy. That opening is where we have to go now for another Eidolon. Unfortunately that means you have to go all the way through the Mysidia Cavern again to the crystal spot. At least you're stronger now and have better gear, right? Head through either side and then descend the many ladders to reach the Castle of the Protector. Go past the save point and tap the floating jewel to start the battle. ....................................................................... / \ . . . < Boss Fight #40 > . . . . . . Alexander . . . . HP: . . . . Attacks: Divine Shot, Body Slam, Shell, Protect, Dispelga, . . Divine Wrath, Holy . . . . Weakness: Dark . . . . Difficulty: **** . . . ........................................................................... This is a surprisingly challenging fight despite the fact that you can fight him quite a bit earlier than this point. Alexander will act twice on almost every turn regardless of his action. However, you'll never see something like a double Divine Wrath because that would be absurd. Divine Shot is his most common magic attack dealing 1000 or so to the party. He is rather fond of Body Slam, so you may want to invest in accessories that protect against Confusion. The stronger attacks are Holy and the previously mentioned Divine Wrath. Holy will strike for about 2500 to a single target. Divine Wrath can hit for up to 2200 damage on the entire party. You have to be ready to heal up after that or another Holy or Divine Shot will cause big trouble. Alexander has the horribly annoying tendency to counter offensive magic with Shell and physical attacks with Protect. He does this about 50% of the time so trying to cast Dispel will probably be more trouble than it's worth. Alexander will also frequently cast Dispelga to strip any buffs you've applied. Don't even bother with them because it'll just be an uphill battle to keep them on. This is one of the few bosses in the game that is weak to the Dark element. If you're fond of Dark Swords, now is the time to bring them. Leave the Holy elemental weapons at home as they will not help at all. Flare, Double Attack, Spreadshot, Diabolos and higher tier f-abilities are all the way to go. ....... You'll receive the *ALEXANDER* summon for emerging victorious. This is likely the second best summon in the game. A lot of monsters tend to be weak to Holy or simply don't resist it. Back up to the save point and use the quick escape point. Let's resume the hunt for the rest of the Dark Matter. Fly over to the remnants of Yggdrasil and enter. ------------------------------------------------------------------------------ {+4YGD+} -106- Yggdrasil Party: Sarah (59), Diana (59), Dusk (59), Nacht (59), Sol (59) Enemies: Ogre King, Gnome, Goblin Prince, Creature Treasure: Dark Matter ---------------------------------- Head north and enter the rift. Continue to the next screen and climb the set of steps on the right. Follow the path north to the next area. There is only one way to go here so just continue until you reach a save point. Go forward and check the Dark Matter to start a battle. ....................................................................... / \ . . . < Boss Fight #41 > . . . . . . Asmodai . . . . HP: . . . . Attacks: Quake, Forsaken, Cursed Miasma, Dark, Comet, Sickly Miasma, . . Upheaval, Takedown . . . . Weakness: Wind . . . . Difficulty: *** . . . ........................................................................... This version of Asmodai is a bit different than the last one. He has a much wider array of status inflicting spells. In exchange, his individual magic spells aren't as threatening as they were last time. However, Asmodai gets two turns regularly and can even act three times on occasion. He also has a nasty habit of countering any attack against him with Comet. Although, this doesn't happen frequently. Asmodai is still weak to Wind, but again it's not exactly the most exploitable element. Unlike the last fight, you can feel free to buff as Asmodai can't dispel anything. ....... You'll receive *DARK MATTER* (3/8) for winning the fight. Leave the rift and then exit Yggdrasil. Our next stop is going to be Rusalka. ------------------------------------------------------------------------------ {+4RSK+} -107- Rusalka Party: Sarah (60), Diana (60), Dusk (60), Nacht (60), Sol (60) Enemies: Mykale, Tumbleweed, Belmodar, Undine Treasure: Fang, Dark Matter ---------------------------------- Search the pot on the right for a *FANG* then cross the western bridge and enter the rift. There is only one way to go here, but it's a semi long walk and the encounter rate is noticeably high. Continue all the way to a save point and then go north and check the Dark Matter. ....................................................................... / \ . . . < Boss Fight #42 > . . . . . . Styx . . . . HP: . . . . Attacks: Waterga, Temptation, Tidal Wave, Siren Song, Lorelei's Tears . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... Styx is almost exactly the same as she was during Chapter 3. Even without buffs her attacks don't seem to do much. Consider it rare to see anything other than Tidal Wave break 1500 damage. As long as you can get rid of the status effects she uses there really shouldn't be any trouble in this fight. Styx can act twice per turn but rarely does for some reason. As usual, her weakness is easily exploitable and I'd be surprised if you had more than one water attack for her to absorb. ....... You'll receive another piece of *DARK MATTER* for winning (4/8). Make your way back through the rift and leave Rusalka. Now get on the airship and head over to Castle Falgabard. ------------------------------------------------------------------------------ {+4CFG+} -108- Castle Falgabard Party: Sarah (60), Diana (60), Dusk (60), Nacht (60), Sol (60) Enemies: Salamander, Tot Aevis Treasure: Dark Matter ---------------------------------- There will be a scene at the entrance then you can enter the rift. The fights here can be a bit more vicious than the previous two rifts so take care. Head north through the door into the next room. This is similar to the last rift in that there are no turns of any kind. So just head through until you get to the save point. Check the Dark Matter for another boss fight. ....................................................................... / \ . . . < Boss Fight #43 > . . . . . . Baugauven . . . . HP: . . . . Attacks: Pox, Firaga, Roar, Heat Wave, Final Backdraft, Rage, Rend . . . . Weakness: Ice . . . . Difficulty: *** . . . ........................................................................... This is the first time in the game that you actually get a proper battle to smash Baugauven's face in. He is all about direct damage and will not induce many status effects directly. Pox will deal about 1500 damage and randomly inflict various debuffs. Firaga does about the same to a single target or half to the party. Baugauven will often counter any attacks thrown at him with a Firaga. Roar is a multi target Stun that you should be annoyingly familiar with by now. Heat Wave is essentially a stronger version of Firaga against the party. His most threatening attack is Final Backdraft, which can reach up to a whopping 4000 points of damage. It goes without saying that this will flat out kill most mages. Baugauven is still weak to the exploitable Ice element which you may take advantage of. Buff, heal and attack to bring Baugauven down as this fight is all about the damage. ....... After the battle you'll gain another piece of *DARK MATTER* (5/8). Leave the rift and then exit Castle Falgabard. Our next stop is the Gardenia Slum Ruins. ------------------------------------------------------------------------------ {+4GSR+} -109- Gardenia Slum Ruins Party: Sarah (61), Diana (61), Dusk (61), Nacht (61), Sol (61) Enemies: Ghast, Tumbleweed, General, Weresoldier Z, Royal Lancer Treasure: Dark Matter ---------------------------------- All you have to do here is deal with the three visible soldiers on the map. There is one to the west, one to the north and one around the cliff to the east. Each fight pits you against a General and two cronies. The General will open with Protect, Shell and Haste. However, these fights should be more than manageable at this point. When you finish them all you'll gain a *DARK MATTER* (6/8). Now fly to Burtgang. ------------------------------------------------------------------------------ {+4BTG+} -110- Burtgang Party: Sarah (61), Diana (61), Dusk (61), Nacht (61), Sol (61) Enemies: Slagworm, Mykale, Tot Aevis, Earth Raptor Treasure: Save the Queen, Dark Matter ---------------------------------- Head north and then west and keep going north to find *SAVE THE QUEEN.* Now return to the entrance area and head east. Head down the mini steps and keep going forward to a house. Walk around the right side and keep heading north past the next set of houses as well. Just keep heading forward to reach the *DARK MATTER* (7/8). Now make your way back to the eastern exit that was in between the houses and leave Burtgang. Our last destination is Hagakure. ------------------------------------------------------------------------------ {+4HGK+} -111- Hagakure Party: Sarah (62), Diana (62), Dusk (62), Nacht (62), Sol (62) Enemies: Void Prisoner Treasure: Murasame, Dark Matter ---------------------------------- Head west for a bit and then go north to find a chest by some trees. Open it for a *MURASAME* and then head east and north through the center. Tap the robed figure to begin a battle. Honestly, this is more like a mini boss than an actual boss. It'll use spells such as Comet and Gravity but not much else. This won't be a long fight. The Void Prisoner is strong against Holy so use something else. You will receive the final *DARK MATTER* (8/8) after winning. Leave Hagakure and if this is your final piece, there will be a scene. Board the airship for another scene. Fly over to and enter Castle Avalon. ------------------------------------------------------------------------------ {+4CTA+} -112- Castle Avalon Party: Sarah (62), Diana (62), Dusk (62), Nacht (62), Sol (62) Enemies: Royal Lancer, Humpty, Satellite, Imperial Elite, Weresoldier Z, General, Io, Itztlacoliuhqui, Ice Knight, Icicle, Bandercoeurl, Plasma, Flameknight Treasure: Asura's Rod, Sage's Staff, Thor's Hammer, Dry Ether x3, Black Garb, Remedy, Murasame, X-Potion x2, Elixir x2, Dragon Claws, Misty Whip, Yoichi Bow, Kaiser Armor, Aegis Shield, Kaiser Helm, Rainbow Robe, Sniper, Zorlin Shape, Apollo's Harp, Naglering ---------------------------------- Tap the gate for a scene. Head north through the gate and then head up the stairs on the right. Go southeast and enter the tower. Follow the path and take the stairs up. Continue on and grab the *ASURA'S ROD* from the chest. You can just cast Teleport and return to the castle now. This time take the other set of stairs. There is another tower in the same general location as the other one. These towers are exactly alike so just head to the top of it for a *SAGE'S STAFF.* Teleport out again and this time head north until you reach a locked gate. Head east into a room. Continue east and pick up the *THOR'S HAMMER* from the chest. Return to the fork and head south until you're back outside. Go up the steps and enter another room. Pull the chain on the left and then try to walk away to be back attacked by two Generals. After the battle take the *DRY ETHER* from the chest. Now pull the right chain and then Teleport out of the castle again. Retrace your steps to the locked gate and head west into a room. Head south and then west to get a *DRY ETHER,* then exit via the southern door. Make your way to the next room and pull the chain on the right. You'll be attacked by two Weresoldier Zs. Take the *BLACK GARB* and then pull the chain on the left. Teleport out again and head back in. The locked gate is now open, so head through it for a scene. Continue forward to a save point and head west then north to the next room. Go west first to get a *REMEDY* then head up the stairs. Head north to grab a *MURASAME* then move back and go south. Take the fourth ice path from the right and slide to the top and then to the left. Take the *X-POTION* from the chest then go downstairs. Make a left and then head north to the next room. Follow the path upstairs a few times until you reach a huge sliding ice room. These are the instructions: 1) Step onto the ice closest to the entrance to slide down. 2) Slide right and then up. 3) Take the *ELIXIR* from the chest. 4) Step onto the ice that you didn't come up on and slide down. 5) Slide left, down, left and down. 6) Grab the *DRAGON CLAWS* from the chest. 10) Step onto the ice and slide up. 11) Slide right, down, right, up, right and down. 12) Go upstairs and slide up on the ice. 13) Get the *MISTY WHIP* and then slide down and go back downstairs. 19) Step onto the ice and slide up. 20) Slide left, up, left, down, left, up, left and down. We're done, so head upstairs. Grab the *YOICHI BOW* from the northern chest and then enter the room near the save point. Talk to Cocytus to initiate a battle. ....................................................................... / \ . . . < Boss Fight #44 > . . . . . . Cocytus . . . . HP: . . . . Attacks: Shellshock, Blizzaga, Benumb, Slap, Roundhouse, Glacial Dance . . Arctic Reverb . . . . Weakness: Fire . . . . Difficulty: *** . . . ........................................................................... Cocytus is pretty deadly because of her multi targetting spells. Blizzaga is the weakest spell in her arsenal dealing about 800 or so to the party and double that to a single target. Benumb can nearly hit for 3000 on a single target and has the added effect of temporarily stopping that ally for a bit. Glacial Dance will hit for nearly 2000 on the party and inflict Sap. Arctic Reverb will do about 2500 to the party or more. Cocytus can act twice on her turns when she uses her weaker attacks and even upto three times. She has the ability to cast Shellshock, which will remove Shell and give resistance down. This is very bad if an Arctic Reverb follows. You'll want two healers for this fight in case one dies or gets hit with a Benumb at a bad time. Haste them both and keep Shell up even if you have to reapply it. Fire works well here as do higher tier attacks such as Flare, Double Attack, Spreadshot, etc. There aren't any tricks to this fight, it's just a matter of dealing with all of the damage and keeping Shell up. ....... After the fight, Teleport out and return to the save point past the locked gate. This time head east and then north to another part of the castle. Head through the open cell and it will close. Keep going north and go upstairs. Follow the path to get a *KAISER ARMOR.* Return to the previous floor and then go southwest through the open cell. Pick up the *AEGIS SHIELD* and then head through the open cell to the south. We're back at the beginning now so go back through the first cell door and then head south. Follow this path until you get a *DRY ETHER.* Head back up and then go northeast through the open cell door to the next floor. Keep going forward and head up another staircase. Continue until you're back outside. On certain spots you'll be struck by lightning but the damage isn't much so just deal with it. The two extreme sides of this platform each lead to a treasure chest. The chest on the west end has a *KAISER HELM* and the one on the other side has an *X-POTION.* Head up the stairs and enter the building again. Follow the path and hit the switch at the end. Now go directly south to find a *RAINBOW ROBE.* Go north and then west when you can all the way to the other side of the room. Head south and flip the switch to gain access to a *SNIPER* by the north wall. Now go back and hit that switch again and make your way to the exit in the middle of the north wall. This room has a chest in each corner of the room as well as a switch. Hitting the switchs eventually activates barriers that prevent you from reaching the chests. So grab all of the treasure first and then hit the switches even if it's really roundabout. There's no particular order or anything, you just have to hit them all. The northwestern chest has *ELIXIR,* the southwestern chest contains the *ZORLIN SHAPE,* the southeastern chest has an *APOLLO'S HARP* and finally the northeastern chest has a *NAGLERING.* The central path will be opened after hitting all of the switches. The next room has a save point. Go upstairs to find Shango. ....................................................................... / \ . . . < Boss Fight #45 > . . . . . . Shango . . . . HP: . . . . Attacks: Thundaga, Sweep, Divine Storm, Voltage Cross, Slice n' Dice . . Takedown . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... Shango is pretty mean. His physical attack alone can reach up to 2000 and he can double it up and even triple it rarely. Thundaga is his basic magic spell and probably the least threatening of his attacks. Divine Storm can reach up to 2500 on the party. Voltage Cross does about the same but only hits 1 ally. However, it is possible for Shango to target a single character with a basic attack and Voltage Cross on a single turn. Other than that he has different varieties of the normal attack. Shango has no weaknesses to exploit so stick to the high tiered attacks as usual. Buffs should be kept up to reduce the damage from Divine Storm and Voltage Cross. There are virtually no status conditions to worry about for a change. ....... There will be a new path opening up once you return to the very first save point room in Castle Avalon. This is triggered by defeating both Cocytus and Shango. So Teleport out and then return to that room. Keep going forward and you'll be greeted with another boss. Take off any Holy element weapons right now but keep them closeby. ....................................................................... / \ . . . < Boss Fight #46 > . . . . . . Imperio / Gehenna . . . . HP: . . . . Attacks: Takedown, Shellshock, Divine Shot, Right Arm, Flare . . Comet, Blindga, Sweep, Soul Purge, Dark Star . . . . Weakness: Dark / Holy . . . . Difficulty: **** . . . ........................................................................... This fight is just annoying on many levels. Imperio always acts twice. When he casts magic he will use his first turn to Shellshock your party. That makes his Divine Shot do substantial damage. This can also lead to eating a Flare with resistance down which is very bad. You can try and keep Shell up in between to avoid the Flare damage but there is nothing you can do about Divine Shot. Dark Swords work very well on Imperio and so does the Diabolos summon. Try and at least keep your main healer Hasted throughout this fight. Gehenna will take over after Imperio has sustained enough damage. The problem is that Gehenna will launch an attack right away which can be bad if you were still recovering from an Imperio attack. Gehenna frequently counters anything against him with Comet. He'll also persistently use Blindga followed by Sweep. He can also cast Soul Purge which does medium damage to the party. Watch out for Dark Star as it does up to 2000 damage with Shell on. Anyone who happens to still be shellshocked is looking at a possible one shot from that attack. Gehenna is the exact opposite of Imperio so stop using Dark element attacks. Switch to Holy Swords, Holy, Alexander, etc. and finish him off. ....... After that's over head north and check the Emperor. Just beat on him until the battle comes to an end. Watch the scene and then walk forward one step and examine it to proceed. ------------------------------------------------------------------------------ {+4TDG+} -113- The Dark Gate Party: Sarah (65), Diana (65), Dusk (65), Nacht (65), Sol (65) Enemies: None Treasure: None ---------------------------------- Note that you can go back to Castle Avalon at any time by just checking the nearby rift. Just head north until you reach a teleporter. The Dark Matter look alike is basically a healing pot. Cross the bridge and talk to Vata for a scene. A bridge will appear leading into the southwestern portal. Head over there and jump in. ------------------------------------------------------------------------------ {+4TVD+} -114- The Void: Despair Party: Sarah (65), Diana (65), Dusk (65), Nacht (65), Sol (65) Enemies: Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede, Electrum Treasure: Moogle Coin, Elixir ---------------------------------- Walk forward to a split. Continue south and cross the bridge to reach a chest with a *MOOGLE COIN.* Now go back and cross the western bridge then head north to an *ELIXIR.* Go south and enter the portal. Head north for a scene. You'll be on the world map now. Head north and enter Castle Lux. Before we do any other tasks here let's explore a quirky little extra dungeon. Head north to the gate but head west to find a statue missing from a column. Check this to reveal an entrance that may be quite familiar. ------------------------------------------------------------------------------ {+4BCL+} -115- Below Castle Lux Party: Sarah (65), Diana (65), Dusk (65), Nacht (65), Sol (65) Enemies: Eale, Electrum, Nightmare Treasure: Ribbon, Gladius, Elixir, Saber Dance ---------------------------------- Take the teleporter to the east. Again take the teleporter to the east. Now take the southern teleporter. Grab the *RIBBON* and then take the teleporter on the west side. Enter this room and take the *GLADIUS* from the chest. Go back out and take the teleporter to return to the start. Take the teleporter then take the eastern teleporter again. Now take the northeastern teleporter and get the *ELIXIR.* Take the southern teleporter and then enter the room to the north. Talk to the figure at the top to start a fight. ....................................................................... / \ . . . < Boss Fight #47 > . . . . . . Sworddancer . . . . HP: . . . . Attacks: Deathly Dance, Drain Samba, Pox, Temptation, Saber Dance . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... The Sworddancer will immediately inflict Doom on the party. You have a 10 count timer to end the battle or lose. This battle can be won by simply putting out a very large amount of damage. However, you can also try and get by an alternative method. Kill off your members one by one and revive them. This will eliminate the timer. You'll probably only have time to kill and raise about 3 members but get the rest up after the timer expires. You now have some buffer to put up Protect, War Cry and Haste to increase your damage output while reducing the amount you need to heal. Unfortunately, the boss will put the Doom timer back on at some point. However, if you were fast enough in doing this whole process, you WILL gain some extra time. This can be enough of an advantage to help you put an end to the boss. She doesn't have a whole lot of HP, so just go all out even if it means having someone die in the process. ....... Your reward for this endeavor is the *SABER DANCE* Dance technique. I mean it's really not that great unless you love Dancers, but I won't judge. Now if you leave this room and take the teleporter you'll be back at the start, so just go upstairs. ------------------------------------------------------------------------------ {+4TDV+} -116- The Void: Despair Continued Party: Sarah (66), Diana (66), Dusk (66), Nacht (66), Sol (66) Enemies: Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede, Electrum, Follower of Nil, Eale, Hydra Treasure: Genji Shield, Genji Armlet, Durandal ---------------------------------- Head into the castle itself and go north until you reach the throne room. Tap Biggs at the top for a scene. If you enter the northeastern room from the main hallway you can view a scene at the save point. Now leave the castle and head east over the bridge. Follow the path north until you enter the World of Despair. Head north for a battle against 4 Followers of Nil. These are nothing special so deal with them normally. Now go east around the trees and south over the bone like structure to the next area. Head south when you can and follow the path to a *GENJI SHIELD.* Back up to the split and go east this time. Follow this path to the next area but make sure to grab the *GENJI ARMLET* on the way. Continue past the save point into the next area and tap the odd looking thing for a battle. ....................................................................... / \ . . . < Boss Fight #47 > . . . . . . Despair . . . . HP: . . . . Attacks: Caustic Spittle, Quake . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... After the likes of Imperio and the Sworddancer this is a walk in the park. Despair mainly just smacks you around with its piddly physical attack which probably won't break 1500 anytime soon. Other than that it uses Caustic Spittle to poison and slow the party. This is more of an inconvenience than anything else. It also uses Quake but the damage will barely break 1300. This boss has a lot of HP for some reason. Keep smashing it until it dies. ....... Check the chest for a *DURANDAL* then use Teleport to leave. Head back to the castle and enter. Head north and take the teleporter back to The Dark Gate. A scene will occur and the other 3 portals can now be accessed. Head over to the southeastern one first. ------------------------------------------------------------------------------ {+4TVS+} -117- The Void: Suffering Party: Sarah (66), Diana (66), Dusk (66), Nacht (66), Sol (66) Enemies: Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede, Electrum, Glasya Labolas, Blue Dragon, Mirror Mage, Follower of Nil, Soul Eater Treasure: Tetra Bangle, Dry Ether, Fuuga Shuriken, Heroic Hymn, Miracle Shoes ---------------------------------- Follow the path to the portal and then head south to the world map. Keep going north past the bridges to reach Alfheim. Watch the scene and then use the save point if you want to watch another one. Exit Alfheim via the exit to the north and enter the World of Suffering. Head north to the next area. Ignore the bone walkway and instead go around it to the west. Pick up the *TETRA BANGLE* at the end of the path and head back. Now follow the bone road to the east but pick up the *DRY ETHER* along the way. Head south and take the *FUUGA SHURIKEN* before making your way to the next area. Take the northeast bone road first and follow the path to a *GLASS MASK* then back up and go down the other route. Head north on the first bone road you see to get a *MIRAGE VEST.* Now go back and keep following the path until you come across another bone road. Take this one to get a *COTTAGE* then go to the next area. Continue past the save point to the next area where you can check the thingy to start a fight. ....................................................................... / \ . . . < Boss Fight #48 > . . . . . . Suffering . . . . HP: . . . . Attacks: Aero, Tornado, Enaero, Blaster . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... Suffering is actually a decent challenge. It mainly uses Aero for offensive purposes. This spell can deal upto 3000 damage to a single target and half that to the party. It also makes use of Tornado. At a certain point into the battle Suffering will use Enaero. This will greatly boost the strength of its Aero spell. At this point, low level mages are looking at being one shotted by the spell if it's a single target. Suffering can also use Blaster for instant death. Make sure to keep Shell up at all times once Enaero is in effect. The boss is also a bit evasive towards physical attacks, so magic is a better way to go here. ....... Open the chest for an *EARTHBREAKER,* then Teleport out. Return to Alfheim for a scene. Now there are two optional things we can pick up at this point. If you don't want to bother, skip ahead to the next section. The first is an optional Bardsong we can learn. However, you have to have a a mastered Bard in order to acquire it. So, if you don't have one then you'll need to come back later. Talk to the elf near the unlit campsite with your mastered Bard leading the party. She will teach you the *HEROIC HYMN* song. This bardsong is essentially a combination of Brave Ballad, Magic Madrigal and Swift Shanty in one package. Now the other thing we can get is outside of Alfheim. Exit via the northern route and start heading west on the world map. Make your way south when it is possible and enter the clearing up ahead to reach Forest of the Spirits. Talk to the robed figure a little bit to the south for a battle. The Soul Eater is a tricky little guy. Most attacks do absolutely horrendous damage to it. The only attack that seems to do normal damage is the f-ability Final Heaven. However, using it will cause the Soul Eater to split into five copies of itself. The combined ferocity of all of these Soul Eaters will be much more than most parties can handle. Therefore, it's probably a good idea to just deal with the low damage and finish it off eventually. The reward for taking out this foe is *MIRACLE SHOES.* Return to Alfheim at this point and use the teleporter to get back to The Dark Gate. Take the portal to the north. ------------------------------------------------------------------------------ {+4TVA+} -118- The Void: Anguish Party: Sarah (67), Diana (67), Dusk (67), Nacht (67), Sol (67) Enemies: Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede, Electrum, Ixtab, Demon Warrior, Fossil Dragon, Nightmare Treasure: Genji Helm, Moogle Coin, Genji Armor, Masamune, Excalibur ---------------------------------- Follow the path until it takes you to another portal. Head north to get onto the world map. Head east and then north, keep following the path until you reach Castle Burtgang. There will be a scene inside the castle. Head north until you see a door on the right. Enter this room and use the save point if you want to see a scene. Now simply keep going north until you reach a portal near the throne. Now head north and take the northeastern bone road. After that take the nearby one to get a *GENJI HELM.* Then continue onward to the portal. Take the south most bone road first to get a *MOOGLE COIN* then go back and take the north most one. Follow the path until you encounter three more bone roads. Take the farthest one first to get a *GENJI ARMOR* then go back and take the middle road. Go north to a portal and continue past the save point until you encounter another one of these guys. ....................................................................... / \ . . . < Boss Fight #49 > . . . . . . Anguish . . . . HP: . . . . Attacks: Bite, Claw, Tail, Dark Breath . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... This one is around the same level as Suffering. It has various reiterations of the physical attack. Bite causes poison and confusion and Tail attacks the party for about 1500. Dark Breath is dangerous as it can hit upto 2500 on the party. Anguish will often counter with Claw which can add up to a lot of HP lost. Anguish is also quite fast so you may need to have your main healer in Haste mode just to keep up. ....... Open the chest to obtain the *MASAMUNE* then head south to find that a quick escape tile has been added. Take it and exit via the southern portal. Talk to the king TWICE to start a scene. At the end, Galantine will be converted into the mighty *EXCALIBUR.* Afterwards just keep heading south until you see a teleporter back to The Dark Gate. Now head over to the last portal over on the western side. ------------------------------------------------------------------------------ {+4TVM+} -119- The Void: Misery Party: Sarah (68), Diana (68), Dusk (68), Nacht (68), Sol (68) Enemies: Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede, Electrum, Chaos Claw, Red Dragon Treasure: Sage's Hat, Cat Ear Hood, Moogle Coin, Wyvern Lance, Graham's Will ---------------------------------- As usual follow the path to a portal and then head south to get onto the world map. Head west then north and follow the trail to Mount Falgabard. Get the *ELIXIR* from the nearby chest then climb the steps. Go north through the passage and up another set of steps. Go east and then south through a hidden passage to get a *SAGE'S HAT* then go back and up the next steps to the next area. Follow the path up the ladder and steps to the next screen. Climb the ladder and then go down the steps past the save point. Follow the path until the end but grab the *CAT EAR HOOD* before heading to the next area. Head along the path and grab the *MOOGLE COIN* before climbing a set of steps. Go north to reach the next area and a scene. Now simply follow the path until you reach the world map. Enter the nearby Castle Falgabard. Make your way north to reach the throne. Go into the portal to enter the World of Misery. Just keep heading north, this is a short one unlike the others. Talk to the last of these things for a battle. ....................................................................... / \ . . . < Boss Fight #50 > . . . . . . Misery . . . . HP: . . . . Attacks: Bite, Roar, Pox . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... Misery is about on par with Despair in terms of toughness. It will mainly use Bite and Roar throughout the fight. It will pretty much only start using Pox when it's about to die. Pox does hurt but by the time Misery actually hits you with it you might kill it off in the next attack. The usual buff routine will work well here although you don't need Shell. ....... Open the chest for a *WYVERN LANCE* and then make your way back to the Castle Falgabard. Leave the throne room and go into the nearby room on the left. Use the save point if you want to watch a scene. Head north through the opening in the back wall. Go around the wall and take the steps downstairs. Now just follow this path until you reach a grave that looks far better than the other ones. Examine it for a scene and at the end Graham's Sword will be converted into the powerful *GRAHAM'S WILL.* Now head back to the entrance of the castle and use the teleporter to get back to The Dark Gate. ------------------------------------------------------------------------------ {+4TGD+} -120- The Dark Gate Party: Sarah (69), Diana (69), Dusk (69), Nacht (69), Sol (69) Enemies: None Treasure: Bahamut summon ---------------------------------- Heal up and save your game then check the thing in the middle for some scenes and a fight. Just trade blows back and forth until the battle ends. The real boss battle starts now. ....................................................................... / \ . . . < Boss Fight #51 > . . . . . . Nil Vata . . . . HP: . . . . Attacks: Gravity, Flare, Wild Dance, Buffet, Jump . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... There will be a lot of talking initially as the boss periodically changes colors. This would have been a challenging battle but it was executed pretty poorly. The boss takes a very long time to "come together" full swing and you are really in no danger until it does. It will mainly just use Gravity for awhile until the full transformation occurs. This is actually enough time to completely take out all of the boss' HP. However, it will not actually die until it is dealt the last attack after the complete transformation. If you don't manage to kill it that quickly, its attacks are quite strong after the full transformation. Jump will deal over 4000 damage. Buffet can hit the entire party for nearly 3000 damage and also randomly inflict Stun as usual. Wild Dance is probably the least threatening attack in his arsenal. ....... After the battle head into the the portal in front of you and watch as you're shown something important. Exit this new area for now by taking one step south back to The Dark Gate. You may have been wondering where the heck is the last Eidolon. Well, you're about to find out. Head to the north most portal that is now accessible. This leads to the Mountain of the Father. Take either way up to the very top of the mountain. Talk to the guy at the peak in order to start a battle. ....................................................................... / \ . . . < Boss Fight #52 > . . . . . . Bahamut . . . . HP: . . . . Attacks: Mega Flare, Devil Claw, Tri-Breath, Claw, Rend . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Bahamut will begin with the traditional countdown. When it hits 0 you will eat Mega Flare. You'll want to try and get some buffs up in the brief moments that you have and possibly que up a healing spell. Unprotected, this attack will likely come close to hitting some members of the party for 4000 damage. After this Bahamut will primarily attack using Tri-Breath which will hit for about 2000 damage to the party. He counters most attacks with Devil Claw. This attack is a complete pain. Not only does it remove all buffs from its target, but it also adds a random debuff as well. This can put resistance down on your allies. If this is not removed, that character will almost definitely be taken out by the next Mega Flare. Speaking of, Bahamut will periodically begin counting down throughout the rest of the fight. However, Bahamut will now attack during these subsequent phases. Fielding two healers for this battle is going to be important, so that one can heal and one can keep buffs up. ....... You'll receive the *BAHAMUT* summon after the battle. This summon is the best in terms of pure damage. However, the cast time is rather extreme and may lead to it being inhibiting. Leave the Mountain of the Father and return to The Dark Gate and then go back to the middle void. ------------------------------------------------------------------------------ {+4WNL+} -121- World of Nil Party: Sarah (69), Diana (69), Dusk (69), Nacht (69), Sol (69) Enemies: Gomory, Stalker, Blue Dragon, Piscodemon, Great Marlboro, Abyss Worm, Jormungand, Giant of Nill, Electric Image, Frozen Image, Prisoner of Nill, Nil Protector, Light Avatar, Mover, Iron Giant, Dark Avatar Treasure: Royal Crown, Dragon Beard, Wing Edge, Hermes' Sandals, Brave Suit, Sage's Robe, Elixir, Lordly Robe, Murakumo, Force Shield, Grand Helm, Stardust Rod, Zeus Mace, Maximillian ---------------------------------- If you loved Castle Avalon then you'll love this place because my word it is long. Head down either direction and follow the path south across the bone road to the next screen. Head across the eastern bone road and then go north to find a *ROYAL CROWN.* Now just follow the bone roads south to the forest. Now hug the left forest and follow it south until you see two grey flowers in the corner. Walk through them and make your way north to a chest with monster protection. This fight is against a Red and Blue Dragon. You should know how nasty these things are when they are separate. Try and tackle one at a time to avoid their horrendous multi target breath attacks. Take the *DRAGON BEARD* and then return to the main part of the forest. If you go northeast from the flowers and keep walking past the lone green tree then you can grab a *WING EDGE.* Now head southeast until the next screen. Just follow this path for awhile until it curves east and leads to the next area. Walk forward to a split and continue down the eastern route. It will lead to a very useful *HERMES' SANDALS.* Now return to the split and go north. When you come up to the next split, head west and follow this route to get to a *BRAVE SUIT.* Go back to the previous split and continue north to the next screen. Use the save point to watch a scene and then go west across the bone road to open a shortcut back to the start of the forest. Return to the save point and go north to the next area. As you walk towards the west there is a fixed spot where you have to fight an Electric Image. This is essentially a watered down version of Shango. It shouldn't be too much trouble since you're higher level and it's also weaker. However, I would still treat it as a mini boss and use strong attacks. You can always go back and rest at the save point after all. Continue west where there will be several jumping tiles. Take the first one then climb up and use the second tile to get a *SAGE'S ROBE.* Go back up the steps and climb the steps to reach an *ELIXIR.* Head east to the next area. Just like before there will be a forced encounter with a Frozen Image, which is essentially a Cocytus clone. Deal with it just like you would a mini boss and then continue east. Note that you can drop down below to the save point using the cut off ladder. Take the southeastern route and jump to the west at the bottom to grab the *LORDLY ROBE.* Jump back and then jump to the east and follow the path until it leads to the next area. There is another ladder here that can be used to get back to the save point. Head west past the first steps and use the jumping tile. Continue on to get a *MURAKUMO* then return to the ladder and head north (you simply jump over the missing steps) and take the teleporter to the castle. Head south and enter the building. If you look to the left you'll see a semi hidden chest with a *FORCE SHIELD.* You'll fight those images from before as random encounters here. You can run from them now if you don't want to deal with them. Right before the stairs will be a forced encounter with a Light Avatar. This is the Imperio clone and it comes equipped with all of the original's tricks. Head downstairs and go through the northwestern door. Grab the chest for a *GRAND HELM* then leave the room. Go south and head upstairs. Head to the outside via the southern exit first and use the save point. Go back in the same way and hit the switch. Now head through the western passage to find a monster protected chest. You'll be fighting a Nil Protector. The only thing about this creature is that it gets 3 actions per turn. Other than that, it's not really much of a threat compared to the Blue + Red Dragon duo. Take the *STARDUST ROD* and return to the east room. Cross over to the other side via the save point balcony and flip the switch on the way to the eastern tower. The chest here has the same monster from the other side. Get the *ZEUS MACE* and then return to the western room and head back downstairs. Enter the room we skipped from before and take the *MAXIMILLIAN* from the chest. Leave the room and head through the newly opened gate to get back outside. You'll have to face a Dark Avatar before you can proceed very far. As usual, this is a Gehenna clone, so deal with it using the many, many Holy element attacks you have. Continue south and jump into the void. Take the eastern path and follow it south for awhile. Then head straight to the portal when you see it. Head north for a save point and an escape route. If you proceed forward and beat the next boss, you cannot return to World of Dusk until after you defeat the final boss. Head north for awhile and then talk to the man on the throne. ....................................................................... / \ . . . < Boss Fight #53 > . . . . . . "Spoiler" . . . . HP: . . . . Attacks: Comet, Slice n' Dice, Meteor, Holy, Slow, Flare . . Pandora's Box, Neutrino, Ultima, Freezing Slash, Axion . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Mentioning who this is would just be wrong so I'm not going to. Spoiler has access to most of the high end magic spells. Comet will hit for upto 3000 on a single target. Holy will do about the same or slightly more. Meteor will do spread damage for a total of about 4500. Flare will hit a single target for around 4000. Spoiler frequently acts twice, but tends to pair up Comet with a mere physical attack when he does. He also regularly counters physical damage by casting Slow on the attacker. This isn't necessarily terrible, it's more of a general annoyance. You can utilize the Hermes' Sandals on one fighter to completely prevent this problem for that character. After sustaining enough damage, the boss will transform and begin using Pandora's Box. Several attacks will be added to his arsenal. Neutrino deals upto 2500 damage to the party. He will also make use of the fearsome Ultima spell which can hit close to 4000 damage on the party. Axion will do slightly less than Neutrino but randomly inflict temporary Stop on party members. You really want to keep Shell up throughout this fight, because Spoiler's magic attacks hurt. Protect is pretty unnecessary as anything physical in this fight is basically a non issue. Spoiler isn't weak to anything in particular, nor does he absorb anything. By now, you should have a plan of attack that you've been regularly following. Flare, Bahamut, Ivory and Ebony Slash, Double Attack, Spreadshot, etc. are the way to go. ....... There will be a lot of scenes and then you can head south a little bit to see a recovery orb and a save point. Head north and check the middle of the void to begin the final boss fight. ....................................................................... / \ . . . < Boss Fight #54 > . . . . . . "Final Boss" . . . . HP: . . . . Attacks: Grand Wall, Eclipse, Gravity, Dark Flow, Black Hole, Meteor . . Flare, Pandora's Box, Axion, 10000 G's, Big Bang . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... This is it, the last challenge! The Final Boss will start out using Grand Wall, which is a 3000 damage physical attack. It will also use Eclipse to deal about 1000 damage to the party and randomly add Curse. It can also counter with Gravity. Spend some time putting up the usual buffs and then tear into this thing. After you deal a bit of damage, the boss will shape shift and cast Dark Flow. This will remove all of your HP and MP, but a cool little scene will play and you'll be fully restored. Your buffs and such will still be up, hence why I suggested putting them up beforehand. Unfortunately, it's likely they will be removed by Black Hole at some point. You can reapply them all or pick and choose. I strongly suggest reapplying Shell everytime, otherwise you're going to have a rough time. You may also want to keep your main healer Hasted. The final boss routinely shape shifts between three forms. The original one that you battled initially, the "dark" form that you are seeing now and the "light" form that will come later. Each form specializes in different things. The original mainly uses physical attacks and non elemental attacks. The dark form will remove your buffs, cast high level black magic and also use Dark element attacks. The light form will buff itself, restore HP and attack with Holy element abilities. Naturally, these light and dark forms are also strong against their respective elements. The boss can also use 10000 G's, which will reduce the entire party to single digit HP. If you're caught off guard by this, you could lose the fight. Last on the plate is the almighty Big Bang. This attack can hit the party for upto 4500 damage and will inflict Sap. Expect the boss to use this often towards the end of the battle. This fight isn't terribly difficult if you fight it in the high 60's to low 70's. However, it's likely to be the longest battle in the game thus far by a large margin. Make use of Dry Ethers and Elixirs as much as you need to as there is no point in hanging onto them any longer. Summoners are a good choice for main healer in this fight. The Argy summon will partially counter the effect of Black Hole. ....... There will be a scene and then you need to simply keep running out of World of Nil until the game takes over. After that you can sit back and enjoy the ending. Congratulations on making it through one heck of a game! Make sure to keep the game running to the very end of the credits. Then save over your file in order to create a clear game file. Don't worry about losing anything by doing this. You can still fight the final boss again and watch the ending on your clear game file if you wanted to do so. ....... Listed below is the final setup I had when I beat the game on my third file. This file is the one I based the walkthrough on. The setup I used here is hardly what I or anyone else would consider optimal. I tried to play with a setup similar to one that I would have used on my first playthrough. Thus, this setup is more based on my original knowledge of the game (or lack thereof). I never made use of f-abilities on this file. As a result, they aren't listed here. [ Sarah ] LV: 71 Job: Paladin R-Hand: Durandal HP: 7735 JLV: 20 L-Hand: MP: 241 =Doublehand Head: Grand Helm -STR +20% Body: Maximillian -HP +20% Acc.: Hermes' Sandals Other Jobs: Warriors 20, Monk 2, Red Mage 3 [ Diana ] LV: 71 Job: Ninja R-Hand: Murakumo HP: 5237 JLV: 20 L-Hand: Masamune MP: 323 =Battle Arts Head: Glass Mask -Backliner Body: Brave Suit -VIT +20% Acc.: Ninja Armlet Other Jobs: Warrior 1, Monk 18, Dark Knight 7 [ Dusk ] LV: 71 Job: Summoner R-Hand: Gladius HP: 3902 JLV: 20 L-Hand: MP: 759 -MP +20% Head: Mystic Veil -HP +20% Body: Shining Robe -INT +20% Acc.: Chouchou -Empty Other Jobs: Red Mage 3, Black Mage 12 [ Nacht ] LV: 71 Job: Magus R-Hand: HP: 3978 JLV: 20 L-Hand: Stardust Rod MP: 613 =Magic Font Head: Sage's Hat -HP +20% Body: Sage's Robe -INT +20% Acc.: Chouchou Other Jobs: Red Mage 11, Black Mage 20 [ Sol ] LV: 71 Job: Seer R-Hand: Zeus Mace HP: 4326 JLV: 20 L-Hand: MP: 605 =Mental Discipline Head: Cat Ear Hood -HP +20% Body: Lordly Robe -MND +20% Acc.: Ribbon Other Jobs: Red Mage 10, White Mage 20 ============================================================================== {+PSTG+} -- F. Postgame -- ============================================================================== ------------------------------------------------------------------------------ {+PNWL+} -122- World of Nil Party: Sarah (71), Diana(71), Dusk (71), Nacht (71), Sol (71) Enemies: Treasure: Dirty Magazine ---------------------------------- Load your clear game file and you'll be back in the World of Nil. Simply use the teleporter to return to The Dark Gate. That blocked off section back in Harmonia is now accessible. So if you'd like to visit it, then you can do so now. The stairs in the northeastern house will lead to the Developer's Room. As always with these rooms, this place doesn't have much of a purpose. Still, you can find a few goodies if you want. Talk to the Black Mage in the back of the left room and just keep saying "Yes" until he gives a *DIRTY MAGAZINE.* A lot of the NPCs roaming around here will start relatively pointless boss fights. Some of the dialogue is pretty funny, though. Anyway you can leave Harmonia when you're satisfied. Return to The Dark Gate at this point. Take the teleporter next to the portal on the southwestern side to enter Castle Lux. Head to the main hallway inside the castle and go into the northwestern room where there are three moogles. Talk to the one in the back and agree so he can teleport you to a bonus area. ------------------------------------------------------------------------------ {+PGHL+} -123- Gladiator's Hall Party: Sarah (71), Diana(71), Dusk (71), Nacht (71), Sol (71) Enemies: Adamantoise, Gigantaur, Omega Weapon Treasure: Adamantite, Moogle Coin, Ribbon, Hermes' Sandals, Megalixir, God Hands, Ultima Weapon, Ragnarok, Mutsunokami, Apocalypse, Longinus, Heroic Shield, Loki's Harp, Artemis' Bow ---------------------------------- This area is where you can find the postgame challenges. Let's just go over the basics of this place first. The teleporter at the bottom will take you back to Castle Lux if you want to leave. The moogle in the center will give a brief synopsis of the area. There is a healing pot and save point by him as well. The dwarf to the southwest makes a whole slew of Adamantium gear which we will get to. The moogle on the southeastern side will sell supplies mostly similar to the Moogle Cave. The one notable addition to this store is that it also has Elixirs for sale. The three doors at the top of this area are the reason why we are here. Each one leads to one of the three super bosses of the game. You may go in to fight them and feel rather unimpressed. The reasoning for that is simple. As you kill the bosses multiple times, they will level up and grow in strength. Each one starts at level 1 and will eventually grow to level 6. If you think level 1 is easy I think you'll probably change your tune against the higher levels. Note that this cannot be circumvented. You can't prevent them from becoming stronger. You'll receive some nice rewards each time you defeat one of these bosses. Adamantoise will leave behind 1-3 Adamantites. These are traded at the dwarf to acquire some of the best armor in the game. Gigantaur will leave behind 1-3 Moogle Coins. These can be handed in for JP. This is an unlimited source of the coins so you can master every job if you wanted to. Omega Weapon guards nine unique pieces of equipment. These are the God Hands, Ultima Weapon, Ragnarok, Mutsunokami, Apocalypse, Longinus, Heroic Shield, Loki's Harp and finally the Artemis' Bow. You can also obtain Hermes' Sandals, Ribbons and Megalixirs as many times as you desire from the 3 chests at the top. However, the equipment listed previously is a one time deal. Since Omega Weapon will get stronger as it is killed, it is a good idea to plan out what you want from it. That way you can get the more important things you need first. Adamantite Forging ------------------ 1) Adamant Shield = 2 Adamantite 2) Adamant Helm = 2 Adamantite 3) Adamant Hat = 2 Adamantite 4) Adamant Tiara = 2 Adamantite 5) Adamant Armor = 3 Adamantite 6) Adamant Vest = 3 Adamantite 7) Adamant Robe = 3 Adamantite 8) Adamant Armlet = 1 Adamantite 9) Adamant Bangle = 1 Adamantite Battles ------- ....................................................................... / \ . . . < Boss Fight #55 > . . . . . . Adamantoise . . . . HP: . . . . Attacks: Carapace, Bite, Roar, Brain Crush, Temblor . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Adamantoise relies primarily on physical attacks that induce status effects such as Poison, Confuse and Berserk. Definitely have at least a Chouchou on your main healer or things can get ugly. Adamantoise almost always attacks twice in a single turn. Its most powerful attack is Temblor. This can do very high damage to the party. It can also randomly inflict Stun. Adamantoise will frequently counter physical attacks with Bite and magic attacks with Brain Crush. Fighting Adamantoise involves a little luck. If it frequently targets one character with two attacks, then there is a high chance that they can die. However, if the damage is always spread, then Adamantoise isn't all that threatening. Temblor is the main attack to watch out for. A max level Temblor is easily going to cause deaths to low HP characters. The added Stun effect may end up messing with your recovery efforts. One notable issue with Adamantoise is that it has very high HP. Its defense is also very high at max level which can be an issue for standard attacks and abilities. Be prepared to use many Dry Ethers and Elixirs to keep your offensive characters able to cast their expensive f-abilities. ....................................................................... / \ . . . < Boss Fight #56 > . . . . . . Omega Weapon . . . . HP: . . . . Attacks: Light Pillar, Ultima, Holy, Meteor, Soul Despair, . . Terra Break . . . . Weakness: None . . . . Difficulty: ***** . . . ........................................................................... Omega Weapon primarily relies on magic damage. What makes Omega Weapon quite tough as it gains levels is its ability to inflict one shots. Light Pillar is essentially a guaranteed death. Holy can nearly reach the same level of power at max level. Meteor is usually a welcome sight when the damage is spread amongst the party, although it can devastate a single target. Ironically, Soul Despair actually becomes weaker as Omega Weapon levels up. This is because it can never actually kill anyone. The attacks to look out for are Ultima and Terra Break. Ultima eventually becomes very difficult for low HP characters to survive against. Terra Break is basically the same story. However, its mileage can vary since it hits its targets randomly. Thus, many of the hits can actually be wasted on trying to overkill a target. Battling Omega Weapon is all about being able to stay alive while having someone continually deal damage to it. This can be hard if you favor low HP characters. Make use of party wide reviving abilities followed by full restores to keep the party in fighting shape. This is important to maintain even if they will simply die again in another minute. The last thing you need is to have someone die to a single Meteor hit because they were low on HP. ....................................................................... / \ . . . < Boss Fight #57 > . . . . . . Gigantaur . . . . HP: . . . . Attacks: 1000 Needles, 10000 Needles, Knockdown . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Gigantaur has very few attacks in its arsenal. In fact, you probably won't see anything other than 1000 Needles and MAYBE Knockdown until it levels up to 3. Gigantaur's 1000 Needles is unique because it can be spammed randomly a number of times. This number will continually increase as its level rises to the point where it can deal a few thousand points of damage to the entire party. It will also randomly inflict Stun on one of the wounded party members. Gigantaur frequently counters attacks of any kind by using 1000 Needles. However, the counter will always hit once. Gigantaur can also make use of 10000 Needles, but it is rarely used even at high levels. Knockdown is a powerful multi target physical attack. The damage can be mitigated by casting Protect and being in the back row. Gigantaur at max level can easily wipe out the party with this attack if proper defenses are not in order. Make sure to have a way to quickly revive fallen allies after Knockdown. It is possible for Gigantaur to use it twice in a row. This will be a guaranteed wipe if you haven't recovered from the last one. Trying to deal damage to Gigantaur can be a challenge. Its physical and magic evasion become quite high at max level. Make use of high tier f-abilities as they are always 100% accurate. Gigantaur has significantly less HP than Adamantoise and Omega Weapon. ______________________________________________________________________________ {+JBSM+} --- IV. Job System --- ______________________________________________________________________________ ============================================================================== -- A. Job Basics -- {+JBSC+} ============================================================================== [ What are they? ] Jobs are specialized fighting roles that grant additional powers to the main characters of FFD. Only the Warriors of Light and Darkness can utilize the freedom and benefits of the job system. All supporting characters are locked into their personal jobs. Jobs can be changed and levelled in the "Job" menu that is accessed from the main menu. [ I started the game but can't change my job! ] The job system itself is only unlocked after reaching an early part of Chapter 1. All of the main characters start out in the Jobless "job" initially. Seven starting jobs are given to the player at first. Players are then given access to additional, exclusive jobs at specific game intervals. [ How do jobs get better? ] Jobs level up in the same manner as character levels. AP is used to bolster job levels just as EXP is used to increase character levels. However, the main difference is that job levels are "capped." When a character first assumes a job, they begin at JLV 0 and can only raise it to JLV 3. No further progress will be made at JLV 3 until the maximum JLV is raised. This is accomplished by spending JP. Each JP will raise the maximum JLV of a job by 1 up to a maximum of 20. Therefore, each job requires 17 JP in order to reach the highest level. [ So how do I get JP? ] The first is the most common way to accrue these points. JP are given to the party at select moments throughout the game. Generally, the party will receive 5 JP when this happens, though, sometimes less. JP given this way is exclusive to each party. That is to say when Sol's party receives JP, Nacht's party does not and vice versa. However, the resulting value by the end of the game is the exact same between both parties. A total of 69 JP is accumulated this way. Thus, the amount of JP that can be earned throughout the storyline is finite. [ Wait, you mean I have to choose which members to spend my 5 JP on?! ] Every time Sol or Nacht's party receives JP, it goes to EACH member of that party. [ Phew... Wait! You mean I can't master every job?! No fair! ] The second method of obtaining JP is typically unseen until the final Chapter of the game. Scattered throughout are special items called Moogle Coins. These coins can be traded in for 3 JP each. They can be acquired infinitely after defeating the final boss of the game. Thus, every character can master every job if the player desired to do so. [ Oh! That's great! Wait... 3 JP for only one character?! ] All JP earned from Moogle Coin trade ins goes to all 8 main characters. [ Thank goodness! What else do I get out of a job at higher levels? ] The benefits of leveling jobs are immense. Jobs grant abilities that can't be obtained by simply gaining character levels. In addition, every JLV gained will increase the character's stats by 1% while assuming that job. This adds up to an astounding +20% to all stats at JLV 20. Also, new abilities are often acquired every 2 or 3 JLVs. Lastly, reaching JLV 10 and 19 will open up an extra empty slot to equip other job abilities for a total of 4 at JLV 20. [ So every job gains the extra slots? ] Only the Jobless and Memorist jobs break the extra slot rule. Also, due to the way in which the Memorist job works, they do not gain extra stats from gaining JLVs. ============================================================================== -- B. Universal Jobs -- {+JUJB+} ============================================================================== ------------------------------------------------------------------------------ -01- Jobless ---------------------------------- Initial Job: Sol, Sarah, Aigis, Dusk, Nacht, Diana, Alba, Glaive Acquired: Prologue Innate Commands: None (begins with 4 extra slots instead of 2) HP: ** MP: *** STR: ** SPD: ** VIT: ** INT: ** MND: ** Usable Equipment: All [ JLV / AP chart ] JLV AP Required Benefit ............................................................ --- --- --- Total AP for Mastery: --- Overall Rating: ** Jobless is essentially worthless for most of the game. It may have slight relevance in certain situations if you really needed 4 free ability slots early in the game or something. Other than that, you'll always want to be learning new abilities and Jobless lacks any progression. However, Jobless has a well hidden perk that emerges when a character has mastered EVERY job. Jobless gains an additional 2 extra slots at that point, bringing the total up to a whopping 6 open slots. This cannot be utilized on any other job so this effectively gives the Jobless job a unique perk. The extra 2 slots open up some effective combinations for Light side melee fighters using Recollect. However, the fact that the player would have to master every job pretty much means this unique benefit is likely acquired far too late to be relevant for much of anything. ------------------------------------------------------------------------------ -02- Warrior ---------------------------------- Initial Job: None Acquired: Chapter 1 Innate Commands: Battle Arts (Strike) HP: **** MP: * STR: **** SPD: ** VIT: **** INT: * MND: * Usable Equipment: Swords, Spears, Axes, Bows, Shields, Helmets, Armor [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 10 Battle Arts / Strike 2 20 --- 3 35 Bash 4 55 --- 5 70 Counter 6 90 --- 7 120 Enrage 8 130 --- 9 160 --- 10 190 Slot +1 11 220 --- 12 250 --- 13 280 STR +20% 14 320 --- 15 360 War Cry 16 400 --- 17 440 Assault 18 490 --- 19 550 Slot +1 20 600 Double Attack Total AP for Mastery: 4,790 Overall Rating: **** Warrior is one of the best starter jobs for various reasons. They have high HP, can wield a variety of good weapon types, wear strong armor and have access to some great abilities. Their first acquired ability, Strike, is a staple source of physical damage for a large majority of the game until better options become available. Strength +20% is a great passive ability that remains useful for the entire game. War Cry on its own is one of the best buffing abilities in the game and creates one of the best f-abilities as well. Overall Warriors are solid and are really only replaced by the end of the game when slightly better options are available like the speedier Dragoon and the more useful Paladin. ------------------------------------------------------------------------------ -03- Monk ---------------------------------- Initial Job: None Acquired: Chapter 1 Innate Commands: Martial Arts (Kick), Focus HP: **** MP: * STR: **** SPD: ** VIT: **** INT: * MND: * Usable Equipment: Claws, Caps, Vests [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 15 Martial Arts / Kick 2 30 --- 3 40 Focus 4 50 Lotus Strike 5 65 --- 6 85 Aurablast 7 100 --- 8 125 VIT +20% 9 150 --- 10 180 Slot +1 11 210 Riposte 12 240 --- 13 280 Chakra 14 340 --- 15 370 Vacuum Wave 16 410 --- 17 450 Dropkick 18 500 Raging Fist 19 540 Slot +1 20 610 Earthshatterer Total AP for Mastery: 4,790 Overall Rating: *** Monk is the other standard fighting job given to the player in Chapter 1 along with the Warrior. Monks have slightly higher stats across the board compared to Warriors (except INT). However, they have worse equipment options and their abilities are pretty terrible in general. Aurablast is decent, but, the high MP cost makes it hardly worthwhile. The Monk becomes outdated once jobs like Dragoon and Paladin become unlocked. Really the only major benefit of levelling Monk is that their high level skills create two of the strongest f-abilities in the game. However, as a class, the Monk is almost completely overshadowed by the Warrior for the majority of the game. One decent benefit of being a Monk is the variety of elemental claws during the mid game. These are actually quite good against some of the bosses at the time. ------------------------------------------------------------------------------ -04- Thief ---------------------------------- Initial Job: None Acquired: Chapter 1 Innate Commands: Steal, Item Finder, Vigilance HP: ** MP: ** STR: *** SPD: **** VIT: *** INT: ** MND: ** Usable Equipment: Knives, Katana, Bows, Boomerangs, Caps, Vests [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 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 --- 16 380 Mug 17 410 --- 18 440 --- 19 470 Slot +1 20 500 Treasure Hunter Total AP for Mastery: 4,480 Overall Rating: *** Thief is probably the worst job when it is first acquired. 2 out of the 4 weapon types that it can wield don't even become available until later in the game and they can only equip medium armor. Combine this with low HP and relatively worthless combat abilities and you really have a lone black sheep amongst the 7 starter jobs. However, the Thief is more of a late bloomer. Many of its abilities are crucial for stream lining rare drop hunting. In addition, Thief boasts the highest SPD stat among all the jobs in the game. SPD becomes very important for damage dealing in the late game. They gain even more SPD since they can equip Katanas which generally give large SPD boosts. Unfortunately, the Thief is completely outclassed by the Ninja so Dark side fighters have no use for the job after Chapter 3. The Light side lacks Backliner, which means the Thief will probably end up dead quickly. In addition, there aren't any strong multi hit f-abilities on the Light side to take advantage of for a non Ultima Weapon fighter. ------------------------------------------------------------------------------ -05- Red Mage ---------------------------------- Initial Job: Elgo Acquired: Chapter 1 Innate Commands: Red Magic Lv. 4 HP: ** MP: *** STR: ** SPD: ** VIT: ** INT: *** MND: *** Usable Equipment: Knives, Swords, Staves, Rods, Bows, Shields Caps, Pointed Hats, Vests, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 35 Red Magic Lv. 1 2 55 --- 3 80 HP +20% 4 100 --- 5 130 Red Magic Lv. 2 6 160 --- 7 190 --- 8 220 Attune Blade 9 250 --- 10 280 Slot +1 11 300 Red Magic Lv. 3 12 330 --- 13 360 Red Magic Lv. 4 14 380 --- 15 400 --- 16 420 Magic Blade 17 440 --- 18 450 --- 19 470 Slot +1 20 490 Doublecast Total AP for Mastery: 5,540 Overall Rating: *** Red Mage is truly the jack of all trades when it is first acquired in Chapter 1. With the ability to fight in the front row, heal allies and blast those pesky jellies, it's hard not to love the Red mage. Red Mage even grants the highly useful passive ability, HP +20%, without having to spend any JP! Unfortunately, Red Mage is probably the worst job in terms of longevity. Their performance peaks by the end of Chapter 2 and steadily drops as the game progresses from there. They can no longer contribute meaningful physical damage, their healing is outdone by other jobs and their offensive magic is a joke. However, mastering the Red Mage unlocks one of the best commands in the game. Doublecast turns any dedicated mage into a force to be reckoned with. This ability is worth every point of AP required to get it and players who seek to obtain it should endeavor to do so sooner rather than later before the Red Mage becomes truly obsolete. Red Mage may be the only job in the game that actually has no practical end game use. ------------------------------------------------------------------------------ -06- White Mage ---------------------------------- Initial Job: None Acquired: Chapter 1 Innate Commands: White Magic Lv. 7 HP: ** MP: **** STR: * SPD: ** VIT: ** INT: ** MND: **** Usable Equipment: Staves, Bows, Pointed Hats, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 White Magic Lv. 1 2 40 --- 3 60 White Magic Lv. 2 4 80 --- 5 100 MND +20% 6 120 --- 7 140 White Magic Lv. 3 8 160 --- 9 180 White Magic Lv. 4 10 200 Slot +1 11 220 --- 12 240 White Magic Lv. 5 13 260 --- 14 280 --- 15 300 White Magic Lv. 6 16 330 --- 17 360 --- 18 390 White Magic Lv. 7 19 420 Slot +1 20 450 Mental Discipline Total AP for Mastery: 4,350 Overall Rating: **** White Mage starts off relatively replaceable in the early stages of the game due to Red Mages having equivalent cures and Summoners having the Sylph summon. However, they start to become far more useful as Chapter 3 begins and level 5 magic becomes available. There isn't much to say about the White Mage. It is a straightforward job focused on supporting and healing. However, Light side White Mages can also assist in dealing with random encounters by casting Holy. Their JLV 20 ability, Mental Discipline, is a great passive for supportive mages (notably the Summoner) and will almost complete eliminate the need for Ethers in most scenarios. ### Light side White Mages gain the ability to cast White Magic ### ### Lv. 8 during Chapter 4. ### ------------------------------------------------------------------------------ -07- Black Mage ---------------------------------- Initial Job: None Acquired: Chapter 1 Innate Commands: Black Magic Lv. 7 HP: * MP: **** STR: * SPD: ** VIT: ** INT: **** MND: ** Usable Equipment: Knives, Rods, Bows, Pointed Hats, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 Black Magic Lv. 1 2 40 --- 3 60 Black Magic Lv. 2 4 80 --- 5 100 INT +20% 6 120 --- 7 140 Black Magic Lv. 3 8 160 --- 9 180 Black Magic Lv. 4 10 200 Slot +1 11 220 --- 12 240 Black Magic Lv. 5 13 260 --- 14 280 --- 15 300 Black Magic Lv. 6 16 330 --- 17 360 --- 18 390 Black Magic Lv. 7 19 420 Slot +1 20 450 Magic Font Total AP for Mastery: 4,350 Overall Rating: **** Black Mage starts out rather poorly as the first tier elemental spells barely do much of anything except against jellies. The job starts to show its power once the -ra spells and Bio have been learned. Black Mages put out high amounts of single target damage from that point on. Their spells also tend to be more MP efficient than expensive f-abilities and summons. This is more important during the early and mid game when Ethers are expensive. Black Mages are strongest from Chapter 2 through the beginning of Chapter 4. The Magus will be the likely replacement at that point due to higher MP and INT. Still, mastering Black Mage is an important step for offensive mages. Magic Font provides a huge increase in magical potency. ### Dark side Black Mages gain the ability to cast Black Magic ### ### Lv. 8 during Chapter 4. ### ------------------------------------------------------------------------------ -08- Summoner ---------------------------------- Initial Job: None Acquired: Chapter 1 Innate Commands: Summon Lv. 7 HP: * MP: ***** STR: * SPD: ** VIT: ** INT: **** MND: **** Usable Equipment: Knives, Staves, Rods, Whips, Pointed Hats, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 30 Summon Lv. 1 2 50 --- 3 70 --- 4 90 --- 5 110 MP +20% 6 130 --- 7 160 Summon Lv. 2 8 180 --- 9 200 Summon Lv. 3 10 220 Slot +1 11 250 --- 12 270 Summon Lv. 4 13 300 --- 14 320 --- 15 350 Summon Lv. 5 16 380 --- 17 410 Summon Lv. 6 18 440 Call 19 470 Slot +1 20 500 Summon Lv. 7 Total AP for Mastery: 4,930 Overall Rating: ***** Summoner is truly remarkable when it is first acquired. The first summon, Sylph, is one of the better sources of damage in Chapter 1. If that wasn't enough, it also restores double the HP of a Cure spell to the entire party. Summoners single handedly make Chapter 1 easy. However, Chapter 2 is arguably the roughest time for the Summoner. Sylph's damage and healing are both completely outclassed by the -ra tier spells. Summon Lv. 2, 3 and 4 are very costly when they are first acquired (Phoenix's MP cost is absurd). They are good for random battles, but, will bleed the Summoner dry quickly. Summoners are also pretty inefficient for boss fights at this point as well. Summoners eventually become one of the best jobs in the game once the player has access to the full list of summoning spells. This job becomes extremely good at healing a party by the end of the game. Phoenix allows a Summoner to bring back the entire party from death and Argy is Curaga with an extra boon. What they lack in terms of Esuna, Haste and Shell can be made up through the party's synergy. MP costs are notably high for this job, but access to more Ethers in the late game renders this less of a problem than it is during the early and mid game. Thus, the Summoner continually gets better as the game progresses. ### Summoners only have access to either the Light or Dark side ### ### summoning spells up until a point in Chapter 4. ### ============================================================================== -- C. Light Exclusive Jobs -- {+LEJS+} ============================================================================== ------------------------------------------------------------------------------ -09- Dragoon ---------------------------------- Initial Job: Barbara Acquired: Chapter 2 Innate Commands: Dragon Arts (Fire Breath), Jump HP: **** MP: ** STR: **** SPD: *** VIT: *** INT: * MND: * Usable Equipment: Swords, Spears, Shields, Helmets, Armor [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 30 Dragon Arts / Fire Breath 2 50 Blizzard Breath 3 70 --- 4 90 Thunder Breath 5 110 --- 6 130 Healing Breath 7 150 --- 8 180 Jump 9 210 --- 10 240 Slot +1 11 270 --- 12 300 --- 13 330 Lancet 14 360 --- 15 390 --- 16 420 Roar 17 470 --- 18 510 Holy Breath 19 550 Slot +1 20 590 Dragon Soul Total AP for Mastery: 5,450 Overall Rating: **** Dragoon is very similar to Warrior in some ways. Both jobs have nearly equal stat distributions, wear most of the same equipment and fight identically. However, the Dragoon has a notable SPD advantage over the Warrior and this becomes very important in the late game. Dragoon also has quite a bit more MP than the Warrior. This is a notable benefit because the powerful f-abilities all consume a lot of MP. Unfortunately, Dragoon abilities are really quite bad in general. The breath skills cost too much and do too little except maybe Healing Breath for a little while. Jump suffers the same problems as the Monk's Focus, Lancet is too weak and Roar doesn't work often enough. Dragon Soul is okay in a really bad situation, but there are better ways to achieve the same result. Despite the ability flaws, Dragoon is a sold fighting job with high SPD, decent MP and the capability of equipping two very good ultimate weapons. These attributes makes the Dragoon a worthy option for Light side fighters in the late game if proper use of f-abilities is utilized. ------------------------------------------------------------------------------ -10- Bard ---------------------------------- Initial Job: Eduardo Acquired: Chapter 2 Innate Commands: Bardsong (Lovely Lullaby) HP: * MP: *** STR: * SPD: *** VIT: ** INT: ** MND: ** Usable Equipment: Knives, Bows, Harps, Caps, Pointed Hats, Vests, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 Aiding Anthem 2 35 --- 3 50 Magic Madrigal 4 70 --- 5 90 Brave Ballad 6 120 --- 7 150 Bardsong / Lovely Lullaby 8 180 --- 9 220 Restful Refrain 10 260 Slot +1 11 300 --- 12 340 Runic Requiem 13 370 --- 14 400 Swift Shanty 15 420 --- 16 440 --- 17 450 Angelic Aria 18 460 --- 19 470 Slot +1 20 490 Dire Dirge Total AP for Mastery: 5,335 Overall Rating: ** Bard is a job that is hard to appreciate. Having a Bard in the party basically means that member will mostly be frozen while supporting the other 4 allies. This seems nice in theory, but it's hard to justify this style of play over other job options that are more direct. To add insult to injury, a large part of the game is spent with only 4 members. Having to give up flexibility on 1 out of 4 members is rather stifling. For what it's worth, the Bard is basically a better version of the Dancer in the supportive role. Bard buff songs are actually quite noticeable when in effect. The hidden song that produces a combined effect of 3 other songs is quite nice. However, that style of play really has no place in the final parts of the game where you need to be able to react at all times. A nice benefit of levelling Bard is that many of its abilities are required for some very useful f-abilities. If nothing else, that alone is worth the effort in levelling this otherwise subpar job. ------------------------------------------------------------------------------ -11- Memorist ---------------------------------- Initial Job: Argy Acquired: Chapter 3 Innate Commands: Memorandum, Recollect HP: ** MP: *** STR: * SPD: * VIT: * INT: * MND: * Usable Equipment: All except Holy Swords and Dark Swords [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 35 --- 2 55 --- 3 75 --- 4 95 --- 5 115 --- 6 135 --- 7 155 --- 8 175 --- 9 205 --- 10 235 Memorandum 11 265 --- 12 295 --- 13 325 --- 14 355 --- 15 395 --- 16 435 --- 17 475 --- 18 525 --- 19 575 --- 20 625 Recollect Total AP for Mastery: 5,550 Overall Rating: ** Memorist is probably the most unique job in FFD. Unfortunately, unique does not equal good. At first glance the job seems to be a different spin on the Mimic job from FF5. However, the Memorist really wasn't thought out very well at all. This job is the only one in FFD to be completely devoid of extra ability slots. That means the Memorist is stuck with exactly 2 abilities that it naturally comes equipped with. When Memorandum is selected in combat, it randomly picks a number of commands that the player can choose from. Anything that the Memorist has learned thus far will be available. This allows the Memorist access to every single command in the game at once. The downside is that the selection process is completely random and the flow of battle is still progressing. Sitting around trying to find the right command while enemies are wailing on the party sounds a bit ridiculous to me. Recollect allows the player to customize the Memorist's stats using collected memories. This can be utilized to produce insane levels of certain stats. Unfortunately, the high slot cost prevents all but the fully unlocked Jobless job from really taking advantage of Recollect. Overall, Memorist has potential to be decent. Unfortunately, Memorandum is too much of a hassle to use to its fullest and the vast equipment options don't outweigh the lack of extra slots and other flaws. ------------------------------------------------------------------------------ -12- Paladin ---------------------------------- Initial Job: Gawain Acquired: Chapter 3 Innate Commands: Holy Blade (Charge), Cover HP: **** MP: ** STR: **** SPD: ** VIT: **** INT: * MND: ** Usable Equipment: Swords, Holy Swords, Axes, Shields, Helmets, Armor [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 30 Holy Blade / Charge 2 55 --- 3 80 Pommel 4 100 --- 5 130 Cover 6 160 --- 7 190 Mighty Guard 8 220 --- 9 250 Guard 10 280 Slot +1 11 300 Damage > HP 12 330 --- 13 360 --- 14 380 Doublehand 15 400 --- 16 420 --- 17 440 Wide Slash 18 450 --- 19 470 Slot +1 20 490 Ivory Slash Total AP for Mastery: 5,535 Overall Rating: ***** Paladin is simply an incredible job from start to finish. Statistically, it is basically an all around better Warrior with a slight tradeoff in HP for MP. This is actually beneficial since all of the Paladin's abilities consume tons of MP. Speaking of which, the Paladin's Holy Blade is arguably one of the best command sets in the game. Charge, Mighty Guard, Wide Slash and Ivory Slash are all tremendous abilities. Doublehand is the Light side's answer to the Ninja's Dual Wield. Although Light side fighters won't receive the extra benefits from equipping 2 weapons, the damage output is still basically the same. Paladins are also integral for creating a few good f-abilities. They may be slower than Dragoons, but, the sheer usefulness of Holy Blade is a great benefit that Dragon Arts simply does not provide. ------------------------------------------------------------------------------ -13- Seer ---------------------------------- Initial Job: Sophia Acquired: Chapter 4 Innate Commands: White Magic Lv. 8, Benediction HP: ** MP: ***** STR: * SPD: ** VIT: ** INT: ** MND: ***** Usable Equipment: Staves, Pointed Hats, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 Dispel 2 40 Res. Element / Barlight 3 60 Barfire 4 80 Barblizzard 5 100 Barthunder 6 120 --- 7 140 Baraero 8 160 --- 9 180 Benediction 10 200 Slot +1 11 220 --- 12 250 Barstone 13 290 --- 14 340 Barwater 15 400 --- 16 470 Bardark 17 550 --- 18 640 White Magic Lv. 8 19 720 Slot +1 20 800 Araise Total AP for Mastery: 5,780 Overall Rating: **** Seer is essentially an enhanced version of the White Mage. They give up some of their physical stats for increased MP and MND. To be honest, there is little difference between a Seer and a Light side White Mage. The only reason to level a Seer is to pick up the two remaining level 8 spells. Res. Element can be useful at times. However, most threatening bosses focus on non elemental attacks. Thus, Res. Element is fairly useless in the most dangerous situations. Benediction is laughable at best as it tends to fail more often than it works. Overall, if you like the White Mage then the Seer is more of the same. ============================================================================== -- D. Dark Exclusive Jobs -- {+DEJS+} ============================================================================== ------------------------------------------------------------------------------ -14- Ranger ---------------------------------- Initial Job: Gramps Acquired: Chapter 2 Innate Commands: Aim (Precise Shot), Recover HP: *** MP: ** STR: *** SPD: *** VIT: *** INT: ** MND: ** Usable Equipment: Knives, Axes, Bows, Whips, Boomerangs, Caps, Vests [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 Aim / Precise Shot 2 40 Aim: Mouth 3 60 --- 4 80 Aim: Legs 5 100 --- 6 120 Recover 7 140 --- 8 160 Aim: Heart 9 180 --- 10 200 Slot +1 11 240 --- 12 280 Quick Shot 13 320 --- 14 360 Backup 15 400 --- 16 450 Attack: Vitals 17 500 --- 18 550 Alchemy 19 600 Slot +1 20 650 Spreadshot Total AP for Mastery: 5,450 Overall Rating: *** Ranger as a job is pretty average. There's really nothing to write home about with them. They can wield a large amount of weapon types, but half of them are basically worthless. They benefit greatly from Backliner because of their squishiness. Unfortunately, you won't be getting it until Chapter 3 and Ranger is the first Dark exclusive job. Their abilities for the most part are also nothing great except for a few. Precise Shot is a great skill for hunting evasive monsters (Cactuar anyone?). Alchemy is amazing for tossing around Phoenix Downs, Remedies, Dry Ethers and Elixirs in the late game. Their final skill, Spreadshot, is one of the best standard sources of damage in the game and unlocks a strong f-ability. ------------------------------------------------------------------------------ -15- Dark Knight ---------------------------------- Initial Job: Graham Acquired: Chapter 2 Innate Commands: Dark Blade (Darkness), Draw Attacks HP: **** MP: ** STR: **** SPD: *** VIT: *** INT: ** MND: * Usable Equipment: Swords, Dark Swords, Axes, Shields, Helmets, Armor [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 30 Dark Blade / Darkness 2 55 --- 3 80 Curse 4 100 --- 5 130 Onyx Wave 6 160 --- 7 190 Backliner 8 220 --- 9 250 Draw Attacks 10 280 Slot +1 11 300 Absorb HP 12 330 --- 13 360 --- 14 380 Last Resort 15 400 --- 16 420 --- 17 440 Final Assault 18 450 --- 19 470 Slot +1 20 490 Ebony Slash Total AP for Mastery: 5,535 Overall Rating: **** Dark Knight is very similar to the Warrior in terms of stat distribution and share a good amount of the same equipment options. Their abilities mainly focus on inflicting self harm for the purpose of greater damage on enemies. Onyx Wave is amazing early in the game as there aren't a whole lot of good ways to defeat multiple enemies at once at that point. However, the backlash from it is rather extreme and can be taxing on your healer. Darkness is essentially worthless when you can just use Strike instead. Ebony Slash is quite powerful and very useful on a few particular bosses. Draw Attacks is useful in the mid game for soaking up threatening single target attacks. Dark Knights teach the immensely useful Backliner skill and at a low level as well. Unfortunately, the usefulness of the job itself basically vanishes towards the late game when many enemies start to resist Dark element attacks. In addition, the Ninja is basically a better option for postgame purposes. However, the utility of this job during Chapter 3 and the amazing Backliner skill can't be ignored. ------------------------------------------------------------------------------ -16- Dancer ---------------------------------- Initial Job: Matoya Acquired: Chapter 3 Innate Commands: Dance (Cure Waltz) HP: ** MP: *** STR: ** SPD: *** VIT: ** INT: ** MND: ** Usable Equipment: Knives, Bows, Harps, Whips, Caps, Pointed Hats, Vests, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 Drain Samba 2 35 --- 3 50 Osmose Dance 4 70 --- 5 90 Fraility Polka 6 120 --- 7 150 Dance (Cure Waltz) 8 180 --- 9 220 Heal Waltz 10 260 Slot +1 11 300 --- 12 340 --- 13 370 Slow Minuet 14 400 --- 15 420 --- 16 440 Wonder Step 17 450 --- 18 460 --- 19 470 Slot +1 20 490 Trance Total AP for Mastery: 5,335 Overall Rating: * Dancer is arguably the worst job in FFD. It is essentially the opposite of the Bard. The Dancer specializes in demoralizing foes and has a few skills that are used for support as well. However, it seems like most of the stat down dances don't seem to effect the enemy much. Cure Waltz is nice when Matoya is part of the party, but, I can't imagine anyone using a Dancer just for that. The Dancer has sub par stats similar to the Bard and an equally bad assortment of weapon types to choose from. Unlike the Bard, this job isn't integral for an array of f-abilities either. The only one worth mentioning is Phantom Rush. Unfortunately, it requires the JLV 20 ability, Trance, in order to learn it. ------------------------------------------------------------------------------ -17- Ninja ---------------------------------- Initial Job: Jinnai Acquired: Chapter 3 Innate Commands: Ninjutsu (Flame, Flood, Blitz), Dual Wield HP: *** MP: *** STR: **** SPD: **** VIT: *** INT: *** MND: ** Usable Equipment: Knives, Katana, Claws, Boomerangs, Caps, Vests [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 35 Ninjutsu / Flame, Flood, Blitz 2 55 Healing Pill 3 75 --- 4 95 Noxious Gas 5 115 Flash 6 135 --- 7 155 Tremor 8 175 Gale 9 205 --- 10 235 Slot +1 11 265 Throw 12 295 --- 13 325 Smoke Bomb 14 355 Stunner 15 395 --- 16 435 Restorative Pill 17 475 Image 18 525 Assassinate 19 575 Slot +1 20 625 Dual Wield Total AP for Mastery: 5,550 Overall Rating: ***** Ninja is easy to describe. Some FFD jobs are good, some are good in a less than obvious way. Ninja is neither. This job is blatantly powerful. Ninja have high STR and their SPD is really only surpassed by the Thief (and it's not much of a difference). Ninja are the best at dealing damage on a per second basis as they will likely run laps around the other party members. Ninja are so good because their only weakness is easy to counter. They tend to be squishy, but, give them Backliner and this problem basically evaporates. Their extra ability slots are extremely open due to innate Dual Wield freeing up what would normally consume 2 slots. Ninja is a fantastic job that is acquired late. However, any Warriors of Darkness going the melee route should end up in this job anyway. ------------------------------------------------------------------------------ -18- Magus ---------------------------------- Initial Job: The Mask Acquired: Chapter 4 Innate Commands: Black Magic Lv.8, Clarity HP: * MP: ***** STR: * SPD: ** VIT: ** INT: ***** MND: ** Usable Equipment: Knives, Rods, Pointed Hats, Robes [ JLV / AP chart ] JLV AP Required Benefit ............................................................ 1 20 Flare 2 40 Boost Element 3 60 Enfire 4 80 Enblizzard 5 100 Enthunder 6 120 --- 7 140 Enaero 8 160 --- 9 180 Clarity 10 200 Slot +1 11 220 --- 12 250 Enstone 13 290 --- 14 340 Enwater 15 400 --- 16 470 Enlight 17 550 --- 18 640 Black Magic Lv. 8 19 720 Slot +1 20 800 Ultima Total AP for Mastery: 5,780 Overall Rating: **** Magus is arguably the highest damage dealing class in the game in terms of sheer potency. Nothing really beats a double casted Meteor aside from a fully mastered Light side Jobless fighter. Their stats are focused in dealing magic damage and they do it very well. A Magus raised initially as a Red Mage and Black Mage for Doublecast and Magic Font will be a formidable boss killer. The Magus' biggest downsides are their very low amount of HP which can be detrimental in late game scenarios as well as the lengthy cast times of level 8 black magic. ______________________________________________________________________________ {+ABCP+} --- V. Ability Compendium --- ______________________________________________________________________________ ============================================================================== -- A. Ability Preview -- {+ABPR+} ============================================================================== [ What are abilities? ] Abilities are the primary reason to level up jobs. They are fighting, healing and supportive skills that create powerful characters. Abilities come in a few different varieties. The first type are command abilities, the second ones are passive abilities and lastly there are a few unique abilities. [ What are command abilities? ] Most of the command abilities in FFD are essentially skill packs. These skills represent the fundamental characteristics of the job they belong to. The most basic example is the Warrior's Battle Arts command. Battle Arts has skills that are primarily used to damage the enemy. In addition, there are also some skills that raise the Warrior's ATK as well as the party's. This is radically different compared to the Thief's commands. These abilities are more designed for utility and theft. [ Okay, that's straightforward. Why do I need passive abilities? ] Passive abilities are ones that cannot be used directly. Instead, they serve to grant a perpetual beneficial effect. This does not mean passive abilities are somehow less valuable than command abilities. Passive abilities work hand in hand with command abilities. Characters can only become truly powerful in combat by successfully mixing both types. Common examples of passive abilities are the stat boosters such as STR +20% and INT +20%. There are also others that have far more influential effects such as Dual Wield. [ Well then, what are unique abilities? ] Unique abilities are a very minor part of FFD. These abilities are generally story related and only appear on temporary characters. Regardless, they are chronicled here as they do have their own effects. Note that these abilities are never acquirable through legitimate means. [ So can I use all of the abilities I've learned at the same time? ] Finally, all abilities have a slot value. All jobs except one have their own innate abilities. These abilities do take up slots, but it is disregarded in this case. Most of the jobs start with 2 extra slots to equip additional job abilities. An extra slot is granted upon reaching JLV 10 and JLV 19. Generally speaking, most abilities require 1 or 2 slots to be equipped. However, there are two exceptions. ============================================================================== -- B. Universal Commands -- {+UNCM+} ============================================================================== ------------------------------------------------------------------------------ -01- Attune Blade ---------------------------------- "Until next turn, stops the next spell used and converts it to MP." Job: Red Mage JLV: 8 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -02- Battle Arts ---------------------------------- "Grants the ability to use Battle Arts abilities." Job: Warrior JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Strike 4 - Deals a critical attack to a single enemy Bash 5 3 Deals damage to a single enemy and inflicts Confuse, causing it to attack randomly Enrage 5 7 Lowers own DEF but raises ATK War Cry 24 15 Increases ATK for all allies Assault 28 17 Deals damage to a single enemy based on own HP but puts self into a critical state Double Attack 16 20 Attacks a single target twice in a row ------------------------------------------------------------------------------ -03- Black Magic ---------------------------------- "Grants the ability to cast Black Magic." Job: Black Mage / Magus JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Black Magic Lv. 1 - 1 (BM) Grants the ability to cast Black Magic Lv. 1 Black Magic Lv. 2 - 3 (BM) Grants the ability to cast Black Magic Lv. 2 Black Magic Lv. 3 - 7 (BM) Grants the ability to cast Black Magic Lv. 3 Black Magic Lv. 4 - 9 (BM) Grants the ability to cast Black Magic Lv. 4 Black Magic Lv. 5 - 12 (BM) Grants the ability to cast Black Magic Lv. 5 Black Magic Lv. 6 - 15 (BM) Grants the ability to cast Black Magic Lv. 6 Black Magic Lv. 7 - 18 (BM) Grants the ability to cast Black Magic Lv. 7 Black Magic Lv. 8* - 18 (MG) Grants the ability to cast all Black Magic *This is Dark exclusive ------------------------------------------------------------------------------ -04- Call ---------------------------------- "Calls forth a random Eidolon without using MP." Job: Summoner JLV: 17 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -05- Doublecast ---------------------------------- "Casts equipped magic twice in succession." Job: Red Mage JLV: 20 Slots: 2 Skills: Yes* MP Cost: - *Doublecast allows chain casting any spell sets that are equipped. Doublecast will display nothing if there are no magic commands set. ------------------------------------------------------------------------------ -06- Flee ---------------------------------- "Flees from battle." Job: Thief JLV: 3 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -07- Focus ---------------------------------- "Stores power to increase strength of next ability. Can store 3 times." Job: Monk JLV: 3 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -08- Magic Blade ---------------------------------- "Grants the ability to use Magic Blade abilities." Job: Red Mage JLV: 16 Slots: 2 Skills: Yes* MP Cost: - *Magic Blade skills are acquired via buying the associated magic spell. Name MP JLV Description ............................................................................ Burning Slash 8 - Attacks a single target, dealing fire damage Freezing Slash 8 - Attacks a single target, dealing ice damage Arcing Slash 8 - Attacks a single target, dealing lightning damage Putrid Slash 8 - Attacks a single target and inflicts Poison, causing periodic damage Muted Slash 8 - Attacks a single target and inflicts Silence, preventing spell casting Drowsy Slash 8 - Attacks a single target and inflicts Sleep, preventing action Draining Slash 10 - Attacks a single target and absorbs HP Osmotic Slash 10 - Drains MP from a single target Curative Slash 8 - Restores HP to the attacked target Stoning Slash 20 - Attacks a single target and inflicts Petrify, turning it to stone ------------------------------------------------------------------------------ -09- Martial Arts ---------------------------------- "Grants the ability to use Martial Arts abilities." Job: Monk JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Kick 1 - Deals damage to all enemies Lotus Strike 8 4 Randomly inflicts Sleep, Paralysis, Slow, or Instant Death on a single enemy Aurablast 14 6 Deals light damage to a single target Chakra 24 13 Restores HP and removes Sleep, Confuse, Paralyze, Berserk and Curse on a single target Vacuum Wave 18 15 Halves an enemy's HP Dropkick 29 17 Damages a single enemy and inflicts Confuse, causing it to attack randomly Raging Fist 30 18 Attacks a single enemy multiple times Earthshatterer 28 20 Deals earth damage to all enemies ------------------------------------------------------------------------------ -10- Mug ---------------------------------- "Attacks and steals an item from an enemy." Job: Thief JLV: 16 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -11- Pickpocket ---------------------------------- "Steals gil from an enemy." Job: Thief JLV: 1 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -12- Red Magic ---------------------------------- "Grants the ability to cast White and Black Magic." Job: Red Mage JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Red Magic Lv. 1 - 1 Grants the ability to cast Lv. 1 White and Black magic Red Magic Lv. 2 - 5 Grants the ability to cast Lv. 2 White and Black magic Red Magic Lv. 3 - 11 Grants the ability to cast Lv. 3 White and Black magic Red Magic Lv. 4 - 13 Grants the ability to cast Lv. 4 White and Black magic ------------------------------------------------------------------------------ -13- Riposte ---------------------------------- "Until next turn, chance to nullify and counter a normal attack." Job: Monk JLV: 11 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -14- Steal ---------------------------------- "Steals an item from an enemy." Job: Thief JLV: 8 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -15- Summon ---------------------------------- "Grants the ability to cast Summoning Magic." Job: Summoner JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Summon Lv. 1 - 1 Grants the ability to cast Lv. 1 Summoning Magic Summon Lv. 2 - 7 Grants the ability to cast Lv. 2 Summoning Magic Summon Lv. 3 - 9 Grants the ability to cast Lv. 3 Summoning Magic Summon Lv. 4 - 12 Grants the ability to cast Lv. 4 Summoning Magic Summon Lv. 5 - 15 Grants the ability to cast Lv. 5 Summoning Magic Summon Lv. 6 - 17 Grants the ability to cast Lv. 6 Summoning Magic Summon Lv. 7 - 20 Grants the ability to cast all Summoning Magic ------------------------------------------------------------------------------ -16- White Magic ---------------------------------- "Grants the ability to cast White Magic." Job: White Mage / Seer JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ White Magic Lv. 1 - 1 (WM) Grants the ability to cast White Magic Lv. 1 White Magic Lv. 2 - 3 (WM) Grants the ability to cast White Magic Lv. 2 White Magic Lv. 3 - 7 (WM) Grants the ability to cast White Magic Lv. 3 White Magic Lv. 4 - 9 (WM) Grants the ability to cast White Magic Lv. 4 White Magic Lv. 5 - 12 (WM) Grants the ability to cast White Magic Lv. 5 White Magic Lv. 6 - 15 (WM) Grants the ability to cast White Magic Lv. 6 White Magic Lv. 7 - 18 (WM) Grants the ability to cast White Magic Lv. 7 White Magic Lv. 8* - 18 (SR) Grants the ability to cast all White Magic *This is Light Exclusive ============================================================================== -- C. Light Exclusive Commands -- {+LECM+} ============================================================================== ------------------------------------------------------------------------------ -17- Bardsong ---------------------------------- "Grants the ability to use Bardsong abilities." Job: Bard JLV: 7 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Lovely Lullaby 16 - Inflicts Sleep on all enemies, preventing action. Damage wakens sleeping targets Aiding Anthem 22 1 Heals all allies' HP while singing for the duration of the song Magic Madrigal 22 3 Increases all allies' INT and MND while singing for the duration of the song Brave Ballad 22 5 Increases all allies' STR while singing for the duration of the song Restful Refrain 28 9 Stops time and halts all enemies' actions Runic Requiem 34 12 Deals damage to all undead enemies Swift Shanty 22 14 Increases all allies' SPD while singing for the duration of the song Angelic Aria 54 17 Restores all allies' HP and MP while singing for the duration of the song Dire Dirge 44 20 Deals damage to all enemies based on own missing HP Heroic Hymn* 55 20* Increases all allies' STR, INT, MND, and SPD while singing for the duration of the song *Heroic Hymn requires Bard JLV 20, but is not acquired automatically. You must simply talk to an NPC late in the game in order to learn it. Search {+4TVS+} for details. ------------------------------------------------------------------------------ -18- Benediction ---------------------------------- "Restores HP to all allies." Job: Seer JLV: 9 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -19- Dragon Arts ---------------------------------- "Grants the ability to use Dragon Arts abilities." Job: Dragoon JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Fire Breath 10 - Deals fire damage to all enemies Blizzard Breath 10 2 Deals ice damage to all enemies Thunder Breath 10 4 Deals lightning damage to all enemies Healing Breath 18 6 Restores HP for all allies Lancet 8 13 Absorbs a single enemy's HP and MP Roar 19 16 Inflicts Stun on all enemies, resetting their wait time Holy Breath 48 18 Deals holy damage to all enemies Dragon Soul 64 20 Consumes all HP and MP to completely revive and restore all allies ------------------------------------------------------------------------------ -20- Holy Blade ---------------------------------- "Grants the ability to use Holy Blade abilities." Job: Paladin JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Charge 28 - Damages a single enemy and then all other enemies Pommel 15 3 Attacks a single target and inflicts Paralyze, halting actions Mighty Guard 48 7 Reduces physical and magic damage received by all allies Guard 10 9 Until next turn, nullifies all physical attacks used against self Wide Slash 35 17 Attacks all enemies Ivory Slash 28 20 Deals light damage to a single target ------------------------------------------------------------------------------ -21- Jump ---------------------------------- "Attacks from above for damage. Not attackable while jumping." Job: Dragoon JLV: 8 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -22- Memorandum ---------------------------------- "Grants the ability to use a randomly chosen equipped ability." Job: Memorist JLV: 10 Slots: 3 Skills: Yes* MP Cost: 0 *Memorandum will choose abilities based on everything that the character has learned. ------------------------------------------------------------------------------ -23- Res. Element ---------------------------------- "Grants ability to use magic that bolsters elemental resistance." Job: Seer JLV: 2 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Barfire 24 3 Creates a barrier around all allies to reduce the next fire attack by one-half Barblizzard 24 4 Creates a barrier around all allies to reduce the next ice attack by one-half Barthunder 24 5 Creates a barrier around all allies to reduce the next lightning attack by one-half Baraero 24 7 Creates a barrier around all allies to reduce the next wind attack by one-half Barstone 24 12 Creates a barrier around all allies to reduce the next earth attack by one-half Barwater 24 14 Creates a barrier around all allies to reduce the next water attack by one-half Barlight 28 - Creates a barrier around all allies to reduce the next light attack by one-half Bardark 28 16 Creates a barrier around all allies to reduce the next dark attack by one-half ============================================================================== -- D. Dark Exclusive Commands -- {+DECM+} ============================================================================== ------------------------------------------------------------------------------ -24- Aim ---------------------------------- "Grants the ability to use Aim abilities." Job: Ranger JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Precise Shot 3 - Attacks a single target with an unfailing strike Aim: Mouth 4 2 Attacks a single target and inflicts Silence, preventing spell casting Aim: Legs 4 4 Attacks a single target and inflicts Stun, resetting its wait time Aim: Heart 6 8 Attacks a single target and inflicts Confuse, causing it to attack randomly Quick Shot 9 12 Attacks and decreases the wait time until the next action Aim: Vitals 16 16 Attacks and instantly kills a single target Spreadshot 19 20 Attacks enemies four times at random ------------------------------------------------------------------------------ -25- Alchemy ---------------------------------- "Uses two items in succession." Job: Ranger JLV: 18 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -26- Backup ---------------------------------- "Until next turn, automatically follows up on an ally's attack." Job: Ranger JLV: 14 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -27- Boost Element ---------------------------------- "Grants ability to use magic that bolsters elemental attacks." Job: Magus JLV: 2 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Enfire 18 3 Enchants all allies' attacks with the power of fire Enblizzard 18 4 Enchants all allies' attacks with the power of ice Enthunder 18 5 Enchants all allies' attacks with the power of lightning Enaero 18 7 Enchants all allies' attacks with the power of wind Enstone 18 12 Enchants all allies' attacks with the power of earth Enwater 18 14 Enchants all allies' attacks with the power of water Enlight 22 16 Enchants all allies' attacks with the power of light Endark 22 - Enchants all allies' attacks with the power of darkness ------------------------------------------------------------------------------ -28- Clarity ---------------------------------- "Restores MP to all allies." Job: Magus JLV: 9 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -29- Dance ---------------------------------- "Grants the ability to use Dance abilities." Job: Dancer JLV: 7 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Cure Waltz 34 - Restores all allies' HP Drain Samba 20 1 Absorbs HP from a single enemy Osmose Dance 5 3 Absorbs MP from a single enemy Frailty Polka 26 5 Decreases all enemies' STR while dancing for the duration of the dance Heal Waltz 19 9 Removes Sleep, Confuse, Paralysis, Berserk, and Curse from a single ally Slow Minuet 28 13 Decreases all enemies' SPD while dancing for the duration of the dance Wonder Step 44 16 Randomly inflicts Sleep, Paralysis, Slow, or Instant Death on all enemies Trance 10+ 20 Consumes all MP to increase all stats by a corresponding amount Dance of Veils* 36 - Creates images of all allies, enabling each to avoid one physical attack Saber Dance* 34 - Deals damage to a single enemy *Dance of Veils is not acquired through JLVs. It is obtained by revisiting taverns after unlocked the Dancer job. Search {+3HGK+} for more details. *Saber Dance is not acquired through JLVs. It is obtained from defeating an optional boss. Search {+4BCL+} for more details. ------------------------------------------------------------------------------ -30- Dark Blade ---------------------------------- "Grants the ability to use Dark Blade abilities." Job: Dark Knight JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Darkness 1 - Consumes one-quarter of max HP to deal heavy damage to a single target Curse 15 3 Inflicts Curse and Sap on a single target Onyx Wave 1 5 Consumes one-third of max HP to deal damage to all enemies Last Resort 10 14 Inflicts Doom on self but increases own stats Final Thrust 16 17 Deals damage based on own max HP to a single target. More likely to succeed at lower HP levels Ebony Slash 28 20 Deals dark damage to a single target ------------------------------------------------------------------------------ -31- Draw Attacks ---------------------------------- "Draws enemy attacks onto oneself." Job: Dark Knight JLV: 9 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -32- Ninjutsu ---------------------------------- "Grants the ability to use Ninjutsu abilities." Job: Ninja JLV: 1 Slots: 2 Skills: Yes MP Cost: - Name MP JLV Description ............................................................................ Flame 18 - Deals fire damage to all enemies Flood 18 - Deals water damage to all enemies Blitz 18 - Deals lightning damage to all enemies Healing Pill 15 - Restores 30% of a single ally's maximum HP Noxious Gas 12 - Inflicts Toxify to a single target, inflicting periodic damage Flash 23 - Inflicts Blind to all enemies, decreasing their ACC Tremor 18 - Deals earth damage to all enemies Gale 18 - Deals wind damage to all enemies Smoke Bomb 10 - Removes the party from battle Stunner 19 - Seals a target's movement and prevents action Restorative Pill 26 - Restores 60% of a single ally's maximum HP Image 6 - Creates an image of self to avoid two physical attacks Assassinate 36 - Instantly kills a single enemy ------------------------------------------------------------------------------ -33- Throw ---------------------------------- "Throws a weapon at an enemy. Thrown weapons disappear." Job: Ninja JLV: 11 Slots: 1 Skills: No MP Cost: 0 ============================================================================== -- E. Passive Abilities -- {+PSAB+} ============================================================================== ------------------------------------------------------------------------------ -34- Absorb HP ---------------------------------- "Recovers HP proportional to physical damage dealt." Job: Dark Knight JLV: 11 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -35- Backliner ---------------------------------- "Can attack from the back row without a loss in damage." Job: Dark Knight JLV: 7 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -36- Counter ---------------------------------- "Sometimes counterattacks when hit by a physical attack." Job: Warrior JLV: 5 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -37- Cover ---------------------------------- "Takes damage in place of critically injured allies." Job: Paladin JLV: 5 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -38- Damage > HP ---------------------------------- "Recovers HP proportional to damage suffered." Job: Paladin JLV: 11 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -39- Doublehand ---------------------------------- "Able to equip a weapon in both hands to increase damage." Job: Paladin JLV: 14 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -40- Dual Wield ---------------------------------- "Grants the ability to equip a weapon in each hand." Job: Ninja JLV: 20 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -41- HP +20% ---------------------------------- "Increases HP by 20%." Job: Red Mage JLV: 3 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -42- INT +20% ---------------------------------- "Increases INT by 20%." Job: Black Mage JLV: 5 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -43- Item Finder ---------------------------------- "Enemies are more likely to drop items." Job: Thief JLV: 5 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -44- Magic Font ---------------------------------- "Increases strength of magic by 50% while in battle." Job: Black Mage JLV: 20 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -45- Mental Discipline ---------------------------------- "Halves MP usage in battle." Job: White Mage JLV: 20 Slots: 2 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -46- MND +20% ---------------------------------- "Increases MND by 20%." Job: White Mage JLV: 5 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -47- MP +20% ---------------------------------- "Increases MP by 20%." Job: Summoner JLV: 5 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -48- Recollect ---------------------------------- "Determines all non-HP/MP stats based on collected memories." Job: Memorist JLV: 20 Slots: 3 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -49- Recover ---------------------------------- "Recovers a small amount of allies' HP and MP after battle." Job: Ranger JLV: 6 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -50- SPD +20% ---------------------------------- "Increases SPD by 20%." Job: Thief JLV: 14 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -51- STR +20% ---------------------------------- "Increases STR by 20%." Job: Warrior JLV: 13 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -52- Treasure Hunter ---------------------------------- "Enemies are more likely to drop rare items." Job: Thief JLV: 20 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -53- Vigilance ---------------------------------- "Prevents sneak attacks and back attacks." Job: Thief JLV: 12 Slots: 1 Skills: No MP Cost: 0 ------------------------------------------------------------------------------ -54- VIT +20% ---------------------------------- "Increases VIT by 20%." Job: Monk JLV: 8 Slots: 1 Skills: No MP Cost: 0 ============================================================================== -- F. Unique Abilities -- {+UQAB+} ============================================================================== ------------------------------------------------------------------------------ -55- One-handed ---------------------------------- "Lost arm in a previous battle but has perfected swordsmanship." -Jinnai ------------------------------------------------------------------------------ -56- Promised Battlegear ---------------------------------- "Unable to change equipment." -Graham ------------------------------------------------------------------------------ -57- Proto-Recollect ---------------------------------- "Able to turn the knowledge created by Dr. Lugae into power." -Argy ------------------------------------------------------------------------------ -58- Sixth Sense ---------------------------------- "Lost sight but able to see with the mind. Immune to Blind." -Gramps ------------------------------------------------------------------------------ -59- Witch's Curse ---------------------------------- "Cursed into the form of a frog. Immune to Toad/Mini in battle." -Eduardo ============================================================================== -- G. Magic and Summons -- {+MGSM+} ============================================================================== ------------------------------------------------------------------------------ -60- White Magic ---------------------------------- [ Lv. 1 ] - N/A* Name MP Description ............................................................................ Cure 4 Restores HP to a single/all target(s) Libra 1 Reveals target's HP and weaknesses Poisona 3 Removes Poison and Toxify from a single target *White Magic Lv. 1 spells are acquired automatically. [ Lv. 2 ] - 300 Gil Name MP Description ............................................................................ Slow 7 Slows the passing of time for a single target Silence 5 Inflicts silence on a single target, preventing spell casting Mini 6 Makes target small, decreasing physical attack power, or restores state [ Lv. 3 ] - 700 Gil Name MP Description ............................................................................ Cura 14 Restores HP to a single/all target(s) Protect 8 Reduces physical damage received by a single/all targets Raise 22 Revives a single target [ Lv. 4 ] - 1500 Gil Name MP Description ............................................................................ Basuna 10 Removes Sleep, Confuse, Paralyze, Berserk, and Curse from a single target Confuse 7 Inflicts confuse to a single target, causing it to attack randomly Teleport 15 Teleports the party away from a battle or dungeon [ Lv. 5 ] - 3000 Gil Name MP Description ............................................................................ Curaja 26 Restores HP to a single/all target(s) Blink 7 Creates an image of an ally to avoid two physical attacks Shell 10 Reduces magic damage received by a single/all target(s) [ Lv. 6 ] - 6000 Gil Name MP Description ............................................................................ Berserk 14 Inflicts Berserk on a single target, causing it to continually attack with increased ATK Regen 12 Slowly restores a single ally's HP Haste 16 Speeds up the passing of time for a single target [ Lv. 7 ] - 10000 Gil Name MP Description ............................................................................ Curaga 36 Restores HP to a single/all target(s) Esuna 15 Removes all status conditions from a single target Reflect 22 Reflects magic aimed at target [ Lv. 8 ] - N/A* Name MP Description ............................................................................ Dispel 16 Removes magic effects from a single target Holy 42 Deals light damage to a single target Araise 54 Revives a single target and restores all HP *Dispel is acquired at Seer JLV 1 *Holy is acquired during Chapter 4 *Araise is acquired at Seer JLV 20 ------------------------------------------------------------------------------ -61- Black Magic ---------------------------------- [ Lv. 1 ] - N/A* Name MP Description ............................................................................ Fire 5 Deals fire damage to a single/all target(s) Blizzard 5 Deals ice damage to a single/all target(s) Thunder 5 Deals lightning damage to a single/all target(s) *Black Magic Lv. 1 spells are acquired automatically. [ Lv. 2 ] - 300 Gil Name MP Description ............................................................................ Poison 2 Inflicts Poison on a single target, inflicting periodic damage Sleep 7 Inflicts Sleep on a single target, preventing action. Damage wakens sleeping targets Toad 8 Transforms target into a frog, decreasing its ATK and preventing it from casting spells other than Toad [ Lv. 3 ] - 700 Gil Name MP Description ............................................................................ Fira 10 Deals fire damage to a single/all target(s) Blizzara 10 Deals ice damage to a single/all target(s) Thundara 10 Deals lightning damage to a single/all target(s) [ Lv. 4 ] - 1500 Gil Name MP Description ............................................................................ Drain 15 Absorbs HP from a single target Break 18 Inflicts Petrify on a single target, turning it to stone Bio 20 Releases a virus that deals damage to a single/all target(s) and inflicts Sap [ Lv. 5 ] - 3000 Gil Name MP Description ............................................................................ Osmose 1 Absorbs MP from a single target Stop 11 Stops time, halting target's actions Tornado 50 Puts a single target into a critical state [ Lv. 6 ] - 6000 Gil Name MP Description ............................................................................ Firaga 32 Deals fire damage to a single/all target(s) Blizzaga 32 Deals ice damage to a single/all target(s) Thundaga 32 Deals lightning damage to a single/all target(s) [ Lv. 7 ] - 10000 Gil Name MP Description ............................................................................ Quake 40 Deals earth damage to all enemies Death 39 Instantly kills a single target Comet 40 Deals magic damage to a single target [ Lv. 8 ] - N/A* Name MP Description ............................................................................ Flare 45 Deals magic damage to a single target Meteor 58 Deals multiple instances of magic damage to random enemies Ultima 80 Deals magic damage to all enemies *Flare is acquired at Magus JLV 1 *Meteor is acquired during Chapter 4 *Ultima is acquired at Magus JLV 20 ------------------------------------------------------------------------------ -62- Summons ---------------------------------- [ Lv. 1 ] Name MP Description ............................................................................ Sylph 12 Deals magic damage to a single enemy and restores HP to all allies Chocobo 12 Deals magic damage to a single enemy - Sylph is acquired automatically - Chocobo is acquired by talking to a yellow chocobo in any chocobo forest [ Lv. 2 ] Name MP Description ............................................................................ Ramuh 29 Deals lightning damage to all enemies Titan 39 Deals earth damage to all enemies - Ramuh is acquired in the Cave of Fulmination - Titan is acquired in the Cave of Convulsions [ Lv. 3 ] Name MP Description ............................................................................ Shiva 34 Deals ice damage to all enemies Ifrit 34 Deals fire damage to all enemies - Shiva is acquired in the Glacial Cave - Ifrit is acquired in the Cave of Perfividity [ Lv. 4 ] Name MP Description ............................................................................ Phoenix 99 Deals fire damage to all enemies and revives all allies Odin 54 Instantly kills all enemies or deals magic damage to a single target - Phoenix is acquired in Anima Grove - Odin is acquired in Odin's Castle [ Lv. 5 ] Name MP Description ............................................................................ Unicorn 42 Restores HP and removes Sleep, Confuse, Paralysis, Berserk, and Curse from all allies Leviathan 56 Deals water damage to all enemies - Unicorn is acquired in the Divine Forest - Leviathan is acquired in the Abyssal Shrine [ Lv. 6 ] Name MP Description ............................................................................ Alexander 64 Deals light damage to all enemies Diabolos 64 Deals dark damage to all enemies - Alexander is acquired in the Massive Cavern - Diabolos is acquired in the Lufenian Ruins [ Lv. 7 ] Name MP Description ............................................................................ Argy 56 Restores HP and causes a random beneficial effect on all allies Bahamut 78 Deals magic damage to all enemies - Argy is acquired in the airship cabin after checking the flower in Fabrica during Chapter 4. Note that checking this flower during Chapter 3 is completely irrelevant for the purposes of obtaining this summon. - Bahamut is acquired in the Mountain of the Father ______________________________________________________________________________ {+FSAB+} --- VI. Fusion Abilities --- ______________________________________________________________________________ ============================================================================== -- A. Fusion Ability Overview -- {+FAOV+} ============================================================================== [ What are Fusion Abilities? ] Fusion abilities are essentially combination skills that are based on two standard abilities. Generally speaking, most f-abilities are basically just the two abilities acting in unison. However, some f-abilities are completely different. F-abilities are some of the strongest offensive and supportive skills in the game. This can be the result of being a powerful attack or even simply a streamlined way to apply buffs to the party. [ That sounds awesome! How do I learn them? ] While normal abilities are almost exclusively learned through conventional leveling, f-abilities are not. These skills are acquired during the heat of battle. A character must have the two base skills equipped and use one of them in combat in order to unlock the corresponding f-ability. F-abilities are not learned at a fixed rate. It can take one or two uses or several more. The only reliable way to speed up the process is to raise the character's SPD. Thus, the character's turns will come around faster. Note that f-abilities are all learned individually. Learning an f-ability on one ally means only they will have access to it. However, you can learn the same f-ability on every ally if you wanted to. [ Alrighty. So can I learn every f-ability on each character? ] As f-abilities are tied to standard abilities, they are also locked into the Light and Dark sides. F-abilities that require base skills from exclusive jobs are exclusive to those characters. The only exception applies to Light and Dark side summons. All main characters eventually gain access to the entire list of summoning spells. Thus, f-abilities based on summons become universal at this point as well. Notes: ------ 1) Interpreting the JLV Requirements can be confusing. F-abilities that are learned from magic and/or summons can be shortcutted. Here is an explanation as to what I mean. "Monk 15 and Summoner" - The requirement is actually Monk 15 and some sort of Summon Lv. #. So you can either gain the AP required for Monk 15 and Summon Lv. # or just job change to Summoner and equip Martial Arts. Thus, one of the AP requirements is entirely bypassed. "Black Mage 12 or Summoner 9" - The requirement is to have Black Mage Lv. 4 and Summon Lv. 3. However, you can job change to either Black Mage or Summoner and simply equip the other command. Thus, one of the AP requirements is entirely bypassed. "Red Mage" - There are multiple job combinations to learn "Red Mage 1 or White Mage 1" this f-ability. This doesn't happen often. In "Red Mage 1 or Black Mage 1" each case I listed the quickest option first. This is also a very rare instance where a job can learn an f-ability from one command. This is due to Red Mage being the only job in the game with a command set that encompasses two different skill sets. "Monk 6 and Red Mage 8" - This is the most straightforward requirement. This means exactly what it says. A character must achieve both JLV requirements in order to learn the fusion. This is because the two skills required are never available innately. 2) All universal fusions that require Black Mage or White Mage can also be learned by Magus and Seer. However, this can be extra work in some cases. Regardless, the option is there for players who didn't level Black Mage or White Mage. ============================================================================== -- B. Universal Fusions -- {+UNFS+} ============================================================================== ------------------------------------------------------------------------------ -01- Dark Judgement ---------------------------------- "Deals damage to all enemies equal to one-quarter of current HP." MP Cost: 44 Abilities: Vacuum Wave + Diabolos JLV Requirements: Monk 15 and Summoner ------------------------------------------------------------------------------ -02- Deep Freeze ---------------------------------- "Deals ice damage to a single target and causes time to stop, preventing action." MP Cost: 38 Abilities: Stop + Shiva JLV Requirements: Black Mage 12 or Summoner 9 ------------------------------------------------------------------------------ -03- Gale Crescent ---------------------------------- "Deals wind damage to all enemies." MP Cost: 7 Abilities: Kick + Sylph JLV Requirements: Monk 1 or Summoner 1 ------------------------------------------------------------------------------ -04- Grand Delta ---------------------------------- "Deals lightning damage to all enemies and inflicts Paralysis, halting actions." MP Cost: 54 Abilities: Thundaga + Ramuh JLV Requirements: Black Mage 15 or Summoner 7 ------------------------------------------------------------------------------ -05- Magic Bomb ---------------------------------- "Deals magic damage to a single target." MP Cost: 10 Abilities: Cure + Fire JLV Requirements: Red Mage Red Mage 1 or White Mage 1 Red Mage 1 or Black Mage 1 ------------------------------------------------------------------------------ -06- Magic Bomb 2 ---------------------------------- "Deals magic damage to a single enemy." MP Cost: 16 Abilities: Cura + Fira JLV Requirements: Red Mage Red Mage 11 or White Mage 7 Red Mage 11 or Black Mage 7 ------------------------------------------------------------------------------ -07- Magic Bomb 3 ---------------------------------- "Deals magic damage to a single enemy." MP Cost: 48 Abilities: Curaga + Firaga JLV Requirements: White Mage 18 or Black Mage 15 ------------------------------------------------------------------------------ -08- Magic Missile ---------------------------------- "Deals magic damage to a single target." MP Cost: 8 Abilities: Poisona + Poison JLV Requirements: Red Mage Red Mage 5 or White Mage 1 Red Mage 1 or Black Mage 3 *All Warriors of Light learn Magic Missile automatically during Chapter 1. ------------------------------------------------------------------------------ -09- Meltdown ---------------------------------- "Deals fire damage to all allies and enemies." MP Cost: 45 Abilities: Berserk + Ifrit JLV Requirements: White Mage 15 or Summoner 9 ------------------------------------------------------------------------------ -10- Nab Gil ---------------------------------- "Attacks an enemy and steals gil." MP Cost: 6 Abilities: Bash + Pickpocket JLV Requirements: Warrior 3 and Thief 1 ------------------------------------------------------------------------------ -11- Piercing Blast ---------------------------------- "Deals magic damage to a single target. Passes through Reflect." MP Cost: 18 Abilities: Aurablast + Attune Blade JLV Requirements: Monk 6 and Red Mage 8 ------------------------------------------------------------------------------ -12- Self-Destruct ---------------------------------- "Deals damage to a single target equal to own HP and causes self to be knocked out." MP Cost: 88 Abilities: Focus + Firaga JLV Requirements: Monk 3 and Black Mage ------------------------------------------------------------------------------ -13- Thunder Slash ---------------------------------- "Deals lightning damage to a single enemy." MP Cost: 9 Abilities: Strike + Thunder JLV Requirements: Warrior 1 or Black Mage 1 ============================================================================== -- C. Light Exclusive Fusions -- {+LEFS+} ============================================================================== ------------------------------------------------------------------------------ -14- Alabaster Veil ---------------------------------- "Places Protect, Shell, Haste, and Regen on a single ally." MP Cost: 55 Abilities: Guard + Benediction JLV Requirements: Paladin 9 and Seer ------------------------------------------------------------------------------ -15- Aqua Breath ---------------------------------- "Deals water damage to all enemies." MP Cost: 22 Abilities: Blizzara + Blizzard Breath JLV Requirements: Black Mage and Dragoon 2 ------------------------------------------------------------------------------ -16- Aura ---------------------------------- "Reduces physical damage received and increases ATK for a single ally." MP Cost: 16 Abilities: Protect + Brave Ballad JLV Requirements: White Mage and Bard 5 ------------------------------------------------------------------------------ -17- Battle Orders ---------------------------------- "Switches rows for all allies." MP Cost: 6 Abilities: Flee + Aiding Anthem JLV Requirements: Thief 3 and Bard ------------------------------------------------------------------------------ -18- Boost Jump ---------------------------------- "Attacks from the air to deal heavy damage. Cannot be attacked while jumping." MP Cost: 10 Abilities: Enrage + Jump JLV Requirements: Warrior 7 and Dragoon ------------------------------------------------------------------------------ -19- Dispelga ---------------------------------- "Removes magic effects from all enemies." MP Cost: 57 Abilities: Dispel + Alexander JLV Requirements: Seer 1 and Summoner ------------------------------------------------------------------------------ -20- Esunaga ---------------------------------- "Removes all status effects from all allies." MP Cost: 82 Abilities: Esuna + Angelic Aria JLV Requirements: White Mage and Bard 17 ------------------------------------------------------------------------------ -21- Final Heaven ---------------------------------- "Deals holy damage to a single enemy." MP Cost: 35 Abilities: Earthshatterer + Holy JLV Requirements: Monk 20 and Seer ------------------------------------------------------------------------------ -22- Full Cure ---------------------------------- "Restores all HP and removes all status effects for all allies." MP Cost: 150 Abilities: Curaga + Dragon Soul JLV Requirements: White Mage and Dragoon 20 ------------------------------------------------------------------------------ -23- Life Divider ---------------------------------- "Damages a single enemy then restores that enemy's HP." MP Cost: 32 Abilities: Mug + Pommel JLV Requirements: Thief 16 and Paladin 3 ------------------------------------------------------------------------------ -24- Lively Lied ---------------------------------- "Restores HP for all allies and enemies." MP Cost: 23 Abilities: Healing Breath + Restful Refrain JLV Requirements: Dragoon 6 and Bard 9 ------------------------------------------------------------------------------ -25- Hastega ---------------------------------- "Speeds up the passing of time for all allies." MP Cost: 64 Abilities: Haste + Swift Shanty JLV Requirements: White Mage and Bard 14 ------------------------------------------------------------------------------ -26- Mega Raise ---------------------------------- "Revives all allies and restores half of their maximum HP." MP Cost: 99 Abilities: Araise + Bahamut JLV Requirements: Seer 20 and Summoner ------------------------------------------------------------------------------ -27- Mighty Wall ---------------------------------- "Reduces physical and magic damage received and raises ATK for all allies." MP Cost: 96 Abilities: War Cry + Mighty Guard JLV Requirements: Warrior 15 and Paladin 7 ------------------------------------------------------------------------------ -28- Shock ---------------------------------- "Deals magic damage to all enemies." MP Cost: 99 Abilities: Dire Dirge + Wide Slash JLV Requirements: Bard 20 and Paladin 17 ------------------------------------------------------------------------------ -29- Valiant Blow ---------------------------------- "Deals damage to a single enemy. Damage increases as HP decreases." MP Cost: 55 Abilities: Assault + Charge JLV Requirements: Warrior 17 and Paladin ------------------------------------------------------------------------------ -30- White Draw ---------------------------------- "Consumes MP to restore MP to all allies." MP Cost: 12 Abilities: Blink + Lancet JLV Requirements: White Mage and Dragoon 13 ------------------------------------------------------------------------------ -31- White Wind ---------------------------------- "Restores all allies' HP based on own HP." MP Cost: 45 Abilities: Chakra + Healing Breath JLV Requirements: Monk 13 and Dragoon 6 ============================================================================== -- D. Dark Exclusive Fusions -- {+DEFS+} ============================================================================== ------------------------------------------------------------------------------ -32- Bonecrusher ---------------------------------- "Either makes self impervious to normal attacks or take heavy damage and fiercly counter attacks until the next turn." MP Cost: 1 Abilities: Riposte + Darkness JLV Requirements: Monk 11 and Dark Knight ------------------------------------------------------------------------------ -33- Capoeira ---------------------------------- "Attacks with a random ability." MP Cost: 18 Abilities: Kick + Drain Samba JLV Requirements: Monk 1 and Dancer 1 ------------------------------------------------------------------------------ -34- Dark ---------------------------------- "Deals dark damage to a single/all enemy(ies)." MP Cost: 32 Abilities: Cura + Curse JLV Requirements: White Mage and Dark Knight 3 Red Mage and Dark Knight 3 ------------------------------------------------------------------------------ -35- Dark Star ---------------------------------- "Deals dark damage to all enemies." MP Cost: 86 Abilities: Meteor + Ebony Slash JLV Requirements: Magus and Dark Knight 20 ------------------------------------------------------------------------------ -36- Gigaflare ---------------------------------- "Deals magic damage to a single target." MP Cost: 99 Abilities: Flare + Bahamut JLV Requirements: Magus 1 and Summoner *The in game description is wrong. Gigaflare is force targetted on all enemies. ------------------------------------------------------------------------------ -37- Iai ---------------------------------- "Deals damage and instantly kills a single enemy." MP Cost: 12 Abilities: Odin + Final Thrust JLV Requirements: Summoner and Dark Knight 17 ------------------------------------------------------------------------------ -38- ID Break ---------------------------------- "Attacks a single target and inflicts Silence, preventing spell casting." MP Cost: 20 Abilities: Strike + Quick Shot JLV Requirements: Warrior and Ranger 12 ------------------------------------------------------------------------------ -39- Malediction ---------------------------------- "Inflicts all statuses afflicted on self to a single enemy." MP Cost: 18 Abilities: Wonder Step + Stunner JLV Requirements: Dancer 17 and Ninja 14 ------------------------------------------------------------------------------ -40- Midareyuki ---------------------------------- "Attacks a single enemy three times." MP Cost: 36 Abilities: Spreadshot + Assassinate JLV Requirements: Ranger 20 and Ninja 18 ------------------------------------------------------------------------------ -41- Misty Charge ---------------------------------- "Attacks a single enemy with an unfailing blow and switches character's row." MP Cost: 10 Abilities: Enrage + Backup JLV Requirements: Warrior 7 and Ranger 14 ------------------------------------------------------------------------------ -42- Moogle Dance ---------------------------------- "Decreases DEF and RES of all enemies." MP Cost: 40 Abilities: Call + Frailty Polka JLV Requirements: Summoner 18 and Dancer 5 ------------------------------------------------------------------------------ -43- Phantom Rush ---------------------------------- "Attacks a single enemy six times." MP Cost: 34 Abilities: Dropkick + Trance JLV Requirements: Monk 17 and Dancer 20 ------------------------------------------------------------------------------ -44- Sange ---------------------------------- "Attacks an enemy for a number of times equal to the number of own images." MP Cost: 6 Abilities: Raging Fist + Image JLV Requirements: Monk 18 and Ninja 17 ------------------------------------------------------------------------------ -45- Smash ---------------------------------- "Deals heavy damage to a single enemy and causes their wait time to increase." MP Cost: 10 Abilities: Lotus Strike + Precise Shot JLV Requirements: Monk 4 and Ranger ------------------------------------------------------------------------------ -46- Steal Hearts ---------------------------------- "Inflicts Confuse on all enemies. Sometimes fails and inflicts Berserk on self." MP Cost: 23 Abilities: Steal + Aim: Heart JLV Requirements: Thief and Ranger 8 ------------------------------------------------------------------------------ -47- Sunder Earth ---------------------------------- "Deals heavy earth damage to a single target. Likely to miss." MP Cost: 34 Abilities: Titan + Tremor JLV Requirements: Summoner and Ninja 7 ------------------------------------------------------------------------------ -48- Taunt ---------------------------------- "Causes Berserk to all enemies and causes enemy attacks to target self." MP Cost: 16 Abilities: Bash + Draw Attacks JLV Requirements: Warrior 3 and Dark Knight ------------------------------------------------------------------------------ -49- Tempest ---------------------------------- "Deals wind damage to a single target." MP Cost: 42 Abilities: Vacuum Wave + Gale JLV Requirements: Monk 15 and Ninja 8 ______________________________________________________________________________ {+ITLS+} --- VII. Item List --- ______________________________________________________________________________ Notes: ------ 1) "Cost" denotes the buying price of the item in question. At this time, there is no distinction between items that can be bought and items that are only found. Items that are unique drops or found only in chests were priced based on doubling the selling price. This will be rectified in future releases. 2) Several weapon types have univeral characteristics. These are denoted under the weapon category. This means that EVERY weapon in that category shares the trait and will not be listed under "Additional Comments." ============================================================================== -- A. Consumables -- {+CNSB+} ============================================================================== Name Cost Effects ............................................................................ Potion 30g Restores 100 HP Hi-Potion 150g Restores 500 HP X-Potion 3000g Restores 2000 HP Ether 1500g Restores 50 MP Dry Ether 5000g Restores 150 MP Elixir 50000g Fully restores HP and MP Megalixir 2g Fully restores party's HP and MP Phoenix Down 200g Cures Knocked Out status Golden Needle 400g Cures Stone status Maiden's Kiss 60g Cures Frog status Mallet 80g Cures Mini status Echo Grass 50g Cures Silence status Eye Drops 30g Cures Blind status Antidote 40g Cures Poison/Toxify status Remedy 1000g Cures all status effects other than Knocked Out Tent 200g Restores party's HP and MP Usable at save points/on world map Cottage 800g Restores all of party's HP and MP Usable at save points/on world map Sacred Candle 100g Cures Curse status Shuriken 2000g ATK 80, Used for throwing Happo Shuriken 20000g ATK 120, Used for throwing Fuuga Shuriken 50000g ATK 200, Used for throwing ============================================================================== -- B. Special Items -- {+SPIM+} ============================================================================== Name Cost Effects / Description ............................................................................ Dirty Magazine 1000g Become hot and bothered World Map --- Enables view of the World Map Small Fang 2g A small fang Large Fang 2g A large fang Giant Fang 2g A gigantic fang Moogle Coin 2g A coin with a picture of a Moogle Damascus Ore Ore to be used in Dwarvish crafting Adamantite 200000g Ore to be used in Dwarvish crafting Cactuar Needle --- A sharp needle that seems like it could be used for something. Sand Pearl --- A special medicine that can be used to cure desert fever. Pickaxe --- An old pickaxe. Carobo --- A sweet, delicious piece of candy. Ocarina --- A fancy ocarina. Gear --- A tiny gear. Dark Matter --- A strange substance made of pure darkness. Red Tail 2g A red tail Blue Tail 2g A blue tail Yellow Tail 2g A yellow tail Gold Tail 2g A gold tail Green Tail 2g A green tail Grey Tail 2g A gray tail Pink Tail 2g A pink tail Silver Tail 2g A silver tail Small Memory --- Small memory increasing stats by 3 when the Recollect ability is set Lovely Memory --- Lovely memory increasing stats by 5 when the Recollect ability is set Valuable Memory --- Valuable memory increasing stats by 10 when the Recollect ability is set ============================================================================== -- C. Weapons -- {+WPNS+} ============================================================================== ------------------------------------------------------------------------------ -01- Knives ---------------------------------- Name ATK ACC Cost Additional Comments ............................................................................ Knife 7 +20 80g Dagger 10 +20 280g Main Gauche 15 +20 550g Orichalcum 23 +20 1500g Man-Eater 27 +20 2200g Human Killer Mythril Knife 32 +20 3700g Kris 36 +20 4500g INT +2, MND +2 Mini Dagger 37 +20 2g Causes Mini Air Knife 40 +20 5800g Wind Dancing Knife 45 +20 7000g SPD +2, INT +1, Battle Use: Random Dance Swordbreaker 51 +20 8700g Construct Killer Ruffian's Knife 58 +20 10000g SPD +2, Drop Rate Up Assassin Dagger 63 +20 12800g SPD +3, Causes Death Triton's Dagger 68 +20 13800g Water, INT +5, Battle Use: "Flood" Crystal Knife 75 +20 18500g Zorlin Shape 83 +20 22400g Wind, SPD +3 Axel Dagger 90 +20 2g Decreases cast/wait time Gladius 95 +20 --- Holy, SPD +7 ------------------------------------------------------------------------------ -02- Swords ---------------------------------- Name ATK ACC Cost Additional Comments ............................................................................ Short Sword 9 +20 130g Broadsword 12 +20 250g Iron Sword 16 +20 450g Longsword 20 +20 890g Tyrfing 29 +20 1800g Greatsword 34 +20 2900g Sleep Blade 38 +20 4000g INT +2, Causes Sleep Mythril Sword 42 +20 5200g Coral Sword 46 +20 7000g Lightning Ogrenix 51 +20 8300g Bastard Sword 55 +20 9800g STR +1 Diamond Blade 65 +20 12500g Enhancer 77 +20 16400g INT +5, MND +5 Stoneblade 83 +20 19800g Causes Petrify Crystal Sword 95 +20 25500g Dueling Sword 100 +20 12000g STR +2, SPD +2, VIT +2, Human Killer Durandal 105 +20 --- Dragon Killer Ultima Weapon 117 +20 --- Increases Damage Cap* *Attacks that are powerful enough to exceed 9,999 damage can achieve upto 99,999 instead. ------------------------------------------------------------------------------ -03- Holy Swords ---------------------------------- ### All Holy Swords are Holy element, none have double element. ### Name ATK ACC Cost Additional Comments ............................................................................ Shining Sword 65 +20 10000g VIT +1, MND +1, Demon Killer Rune Blade 71 +20 12800g VIT +2, MND +1, Construct Killer Galantine 73 +20 --- VIT +3, MND +3 Defender 83 +20 18800g VIT +2, MND +1, Battle Use: "Protect" Lohengrin 91 +20 25000g VIT +3, MND +2 Save the Queen 98 +20 29800g VIT +4, MND +2 Excalibur 108 +20 --- VIT +4, MND +2, Undead Killer Ragnarok 118 +20 --- VIT +5, MND +3 Ultima Blade ?? +20 2g VIT +3, MND +3 ATK increases with more HP ------------------------------------------------------------------------------ -04- Dark Swords ---------------------------------- ### All Dark Swords are Dark element, none have double element. ### Name ATK ACC Cost Additional Comments ............................................................................ Dark Sword 43 +20 5000g ??? ?? +?? --- An onyx blade Graham's Sword 47 +20 --- STR +1 Shadow Blade 56 +20 8100g STR +2 Soulstealer 60 +20 9500g STR +2 Darkbringer 67 +20 11000g STR +2 Deathbringer 84 +20 14800g STR +3 Victimizer 91 +20 25000g STR +3 Naglering 100 +20 29800g STR +4 Graham's Will 110 +20 --- STR +4 Valhalla 115 +20 2g STR +4, Increases damage cap* Apocalypse 120 +20 --- STR +5 *Attacks that are powerful enough to exceed 9,999 damage can achieve upto 99,999 instead. ------------------------------------------------------------------------------ -05- Katanas ---------------------------------- ### All Katanas are Human Killers. ### Name ATK ACC Cost Additional Comments ............................................................................ Kunai 55 +20 9500g Asura 61 +20 11000g Osafune 65 +20 12500g Demon Killer Kotetsu 72 +20 16600g Beast Killer Kiku-ichimonji 80 +20 17400g Plant Killer Sasuke Blade 87 +20 19800g SPD +1, Machine Killer Murasame 93 +20 24800g SPD +2, Construct Killer Masamune 100 +20 --- SPD +3, Undead Killer Murakumo 105 +20 --- SPD +4, Demon Killer Mutsunokami 112 +20 --- SPD +5, Dragon Killer Yoto-Muramasa ?? +20 2g SPD +3, ATK increases with less HP ------------------------------------------------------------------------------ -06- Spears ---------------------------------- ### All Spears are Wind element, some have double element. ### Name ATK ACC Cost Additional Comments ............................................................................ Spear 15 +20 480g Halberd 28 +20 1800g Abel's Spear 30 +20 --- Trident 32 +20 2800g Lightning Javelin 37 +20 3800g Mythril Spear 41 +20 4900g Partisan 45 +20 6500g Wind Spear 50 +20 8000g Squall Lance 54 +20 9200g Heavy Lance 61 +20 10800g STR +2, SPD -1, Dragon Killer Brionac 73 +20 16000g Gae Bolg 83 +20 18600g Lightning Crystal Lance 92 +20 23500g Blood Lance 101 +20 2g Steals HP Holy Lance 102 +20 25600g Holy Wyvern Lance 110 +20 --- Dragon Killer Longinus 119 +20 --- SPD +5, INT +10, MND +10, Decreases cast/wait time ------------------------------------------------------------------------------ -07- Axes ---------------------------------- Name ATK ACC Cost Additional Comments ............................................................................ Battleaxe 22 +10 520g Plant Killer Slasher 31 +10 2000g Plant Killer Francisca 37 +10 3800g Wind, Ignores Rows, Plant Killer Mythril Axe 45 +5 5500g Plant Killer Death Sickle 53 +10 8800g Plant Killer Greataxe 58 +5 9700g STR +3, SPD -1, Plant Killer Gaia's Hammer 63 +5 11000g Earth, STR +2, SPD -1, Machine Killer Ogrekiller 69 +10 13500g Human & Plant Killer Rune Axe 83 +10 17200g INT +3, MND +3, Plant & Construct Killer Sledgehammer 88 +10 19800g Machine Killer, Causes Confusion Crystal Axe 100 +10 26000g Plant Killer Thor's Hammer 112 +5 29800g Lightning, Machine Killer Earthbreaker 120 +10 --- Machine Killer ------------------------------------------------------------------------------ -08- Claws ---------------------------------- Name ATK ACC Cost Additional Comments ............................................................................ Metal Claw 14 +20 380g Baghknakhs 18 +20 780g Poison Knuckles 26 +20 1700g Causes Poison Cat Claws 35 +20 2500g SPD +1 Mythril Claws 39 +20 4300g Hell Claws 44 +20 6000g Dark, Causes Toxify Ice Knuckles 49 +20 7300g Ice Burning Knuckles 53 +20 9000g Fire Sonic Knuckles 58 +20 10500g SPD +2 Blast Knuckles 60 +20 11000g Lightning Dueling Claws 73 +20 16800g STR +2 Tiger Fangs 81 +20 19900g STR +2, Beast Killer Crystal Claws 90 +20 24500g STR +2 Dragon Claws 100 +20 29000g STR +2, Dragon Killer Rocket Punch 103 +20 2g Ignores Rows, Machine Killer Causes Paralyze God Hands 110 +20 --- STR +2, Demon, Human & Undead Killer ------------------------------------------------------------------------------ -09- Staves ---------------------------------- Name ATK ACC Cost Additional Comments ............................................................................ Staff 5 +10 100g MND +1 Oak Staff 8 +10 330g MND +2 Healing Staff 15 +20 1650g MND +3, Battle Use: "Cure" Mage's Staff 19 +15 2700g MND +4 Mythril Staff 23 +15 4500g MND +5 Cleric's Staff 27 +15 5500g Holy, MND +6 Cypress Pole 31 +15 7200g MND +7, Battle Use: "Confusion" Fey Staff 35 +15 8800g MND +8 Rune Staff 39 +15 10500g MND +8, Battle Use: "Silence" Shining Staff 49 +15 15500g Holy, MND +9, Undead Killer Judgment Staff 55 +15 20000g INT +3, MND +9, Battle Use: "Dispel" Crystal Staff 60 +15 23800g MND +10 Sage's Staff 65 +15 25500g Holy, MND +11, Battle Use: "Raise" Zeus Mace 75 +5 --- MND +12, Battle Use: "Divine Shot" ------------------------------------------------------------------------------ -10- Rods ---------------------------------- Name ATK ACC Cost Additional Comments ............................................................................ Rod 5 +0 80g INT +1 Metal Rod 7 +0 350g INT +2 Flame Rod 16 +0 1600g Fire, INT +4, Battle Use: "Fire" Ice Rod 16 +0 1600g Ice, INT +4, Battle Use: "Blizzard" Thunder Rod 16 +0 1600g Lightning, INT +4, B. Use: "Thunder" Mythril Rod 20 +0 4000g INT +5 Prism Rod 23 +0 5800g INT +6 Poison Rod 27 +0 7000g INT +7, Battle Use: "Poison" Amphibian Rod 31 +0 8500g INT +8, Battle Use: "Toad" Wizard Rod 35 +0 10000g INT +9 Demon's Rod 47 +0 14800g INT +9 Wonder Wand 43 +0 16600g INT +8, Battle Use: Random Spell Crystal Rod 50 +0 23800g INT +10 Asura's Rod 53 +0 25500g Holy, INT +11 Stardust Rod 60 +0 --- INT +12, Battle Use: "Comet" ------------------------------------------------------------------------------ -11- Bows ---------------------------------- ### All Bows are Wind element, some have double element. ### ### All Bows ignore rows ### Name ATK ACC Cost Additional Comments ............................................................................ Iron Bow 13 +10 350g Crossbow 16 +10 750g Silver Bow 23 +10 1700g Demon Killer Great Bow 30 +5 2600g Flame Bow 35 +15 4400g Fire Ice Bow 35 +15 4400g Ice Lightning Bow 35 +15 4400g Lightning Dark Bow 43 +5 7600g Dark, Causes Blind Antimage Bow 50 +10 8900g INT +2, Causes Silence Killer Bow 56 +15 10000g Construct Killer Aevis Killer 68 +10 15800g Sagittarius Bow 77 +15 17700g Demon & Plant Killer Perseus Bow 85 +15 21000g Auto Crossbow 85 +20 2g Attacks all enemies Battle Use: "Doubleshot" Yoichi Bow 95 +10 28800g SPD +2 Artemis' Bow 105 +20 --- STR +3, INT +3, MND +3 ------------------------------------------------------------------------------ -12- Harps ---------------------------------- ### All Harps ignore rows ### Name ATK ACC Cost Additional Comments ............................................................................ Silver Harp 30 +15 3800g Dream Harp 33 +10 4900g Causes Sleep Golden Harp 35 +15 6000g Causes Blind Lamia's Harp 37 +10 6000g Causes Confusion Marchen Harp 40 +15 8200g Causes Mini Orpheus' Harp 45 +20 9900g SPD +2, INT +2, MND +2, Causes Curse Muse's Harp 55 +20 14800g Causes Frog Crystal Harp 65 +20 21000g Causes Silence Mermaid's Harp 68 +20 2g INT +3, MND +3, Attacks all enemies, Causes Confusion Apollo's Harp 75 +15 25700g Causes Paralyze Loki's Harp 85 +20 --- Causes Petrify ------------------------------------------------------------------------------ -13- Whips ---------------------------------- ### All Whips ignore rows and cause paralyze ### Name ATK ACC Cost Additional Comments ............................................................................ Whip 12 +5 330g Chain Whip 15 +5 700g Tamer's Whip 27 +5 1900g Beast Killer Sleipnir 36 +10 5700g SPD +1 Red Scorpio 42 +10 9300g INT +2, MND +2 Baleen 47 +5 11000g Beast Killer 53 +5 12500g Beast Killer Queen's Whip 66 +10 2g Causes Confusion, Human Killer Flame Whip 67 +5 16000g Fire Star Whip 76 +15 18800g Misty Whip 85 +5 20000g Holy, INT +8 Dragon Beard 97 +10 --- Dragon Killer ------------------------------------------------------------------------------ -14- Boomerangs ---------------------------------- ### All Boomerangs are Wind element, none have double element. ### ### All Boomerangs ignore rows ### Name ATK ACC Cost Additional Comments ............................................................................ Pinwheel 40 +20 5800g Rising Sun 65 +20 11000g Sniper 87 +20 22000g Wing Edge 107 +20 --- ============================================================================== -- D. Shields -- {+SHLD+} ============================================================================== Name DEF EVA Cost Additional Comments ............................................................................ Leather Shield 1 +10 100g Bronze Shield 2 +12 240g Iron Shield 3 +15 580g Steel Shield 4 +17 1000g Large Shield 5 +20 1350g Mythril Shield 6 +22 2500g Tower Shield 7 +25 4000g Gold Shield 8 +28 5500g Diamond Shield 9 +30 7000g Knight's Shield 10 +35 10000g VIT +2 Dragon Shield 11 +37 14400g Fire RES up, Dragon Killer Force Shield 10 +30 20000g SPD +2, INT +2, MND +2, Elemental Res. Up Crystal Shield 12 +42 16800g Aegis Shield 13 +40 17700g Prevents Stone Genji Shield 14 +45 18900g Prevents Poison/Toxify Heroic Shield 15 +45 --- Prevents all status effects Adamant Shield 20 +50 34000g ============================================================================== -- E. Headgear -- {+HDGR+} ============================================================================== ------------------------------------------------------------------------------ -15- Caps ---------------------------------- Name DEF RES Cost Additional Comments ............................................................................ Leather Hat 1 1 50g Feathered Cap 2 2 200g Headband 3 0 490g STR +1, Prevents Confusion Bandana 4 0 650g SPD +1 Headgear 5 3 1000g VIT +2 Green Beret 6 4 1500g SPD +1, VIT +1 Officer's Hat 7 5 2700g Tiger Mask 8 6 4500g STR +2, SPD +1 Scholar's Hat 9 7 5200g INT +1, MND +1, Prevents Silence Chakra Band 10 7 6200g STR +1, SPD +1, VIT +2 Black Cowl 11 8 6000g SPD +3, Prevents Blind Red Cap 13 10 8800g STR +2, SPD +2 Coronet 12 11 9800g VIT +2, INT +1, MND +1 Bunny Ears 14 12 10500g SPD +4 Dueling Mask 15 13 11000g STR +2, VIT +2, Prevents Berserk Royal Crown 16 15 12000g SPD +1, INT +2, MND +2, Prevents Confusion Glass Mask 17 14 12800g STR +2, SPD +2, Prevents Curse Adamant Hat 21 15 28800g STR, VIT, INT & MND +1, SPD +3 ------------------------------------------------------------------------------ -16- Pointed Hats ---------------------------------- Name DEF RES Cost Additional Comments ............................................................................ Cotton Cap 1 2 60g MEV +1 Pointy Hat 2 3 250g MEV +1, INT +1, MND +1 Wizard's Hat 3 4 500g MEV +1, INT +1, MND +1 Circlet 3 5 1020g MEV +2, INT +2 Magician's Hat 4 6 1250g MEV +2, INT +1, MND +1 Gaia Hat 5 7 1600g MEV +3, INT +3 Cleric's Hat 6 8 3000g MEV +3, MND +3, Prevents Sleep Gold-spun Hat 7 9 4750g MEV +4, Prevents Paralyze Dark Hat 8 10 5500g MEV +4, INT +1, MND +1 Lamia's Tiara 9 11 6200g MEV +5, INT +1, MND +1 Prevents Confusion Twilight Hat 12 14 7300g INT +3 Daybreak Hat 12 14 7300g MND +3 Gold Hairpin 10 12 9000g MEV +5, INT +2, MND +2, Lightning RES up Mystic Veil 15 16 9900g MEV +8, INT +2, MND +2, Prevents Curse Sage's Hat 14 17 14500g MEV +8, INT +3 Cat Ear Hood 15 16 14500g MEV +8, MND +3 Adamant Tiara 16 20 27800g MEV +10, INT +3, MND +3 ------------------------------------------------------------------------------ -17- Helmets ---------------------------------- Name DEF RES Cost Additional Comments ............................................................................ Leather Helm 2 0 80g Bronze Helm 3 1 300g Iron Helm 4 2 480g Steel Helm 5 2 750g Sallet 6 2 1200g STR +1 Mythril Helm 8 3 1700g Barbut 9 3 3200g ??? ?? ?? --- An onyx helm Gold Helm 10 3 4800g Close Helm 11 4 5900g STR +1 Diamond Helm 12 4 7000g Platinum Helm 13 4 8200g Knight's Helmet 14 5 9500g VIT +3 Dragon Helm 15 5 12800g Lightning RES up, Dragon Killer Crystal Helm 16 6 15300g Kaiser Helm 17 7 16900g STR +2, VIT +2 Genji Helm 18 8 17000g Prevents Blind Grand Helm 20 9 18200g STR +2, VIT +2 Adamant Helm 25 10 29000g STR +3, VIT +3 ============================================================================== -- F. Body Armor -- {+BDRM+} ============================================================================== ------------------------------------------------------------------------------ -18- Vests ---------------------------------- Name DEF EVA RES Cost Additional Comments ............................................................................ Leather Shirt 3 0 2 80g Bronze Hauberk 5 0 3 350g Kenpogi 7 5 2 600g STR +1 Chainmail 9 5 3 1650g Silver Hauberk 10 5 5 2400g Mythril Vest 12 6 4 3500g Justaucorps 13 7 4 4000g Gold Hauberk 14 7 5 5200g Power Sash 15 8 5 6700g STR +3, SPD +1, VIT +1 Chocobo Suit 16 10 3 2g SPD +3, Prevents Poison/Toxify Scholar's Gown 18 8 5 8800g INT +2, MND +2, Prevent Silence Glass Hauberk 17 9 6 9000g Blackbelt Vest 19 9 6 10000g STR +3, VIT +3 Ninja Gear 19 15 6 12500g SPD +3 Red Jacket 21 10 7 13800g Fire RES up Valkyrie Coat 20 10 7 14900g STR +1, SPD +2, VIT +2 Black Garb 22 20 8 21500g SPD +4 Vishnu Vest 23 13 8 18900g Mirage Vest 24 18 10 23600g SPD +4 Dueling Suit 25 15 10 11000g MEV +5, Prevents Sleep/Paralyze Brave Suit 26 15 10 31000g STR +3, VIT +3 Adamant Vest 30 25 15 32000g MEV +5 ------------------------------------------------------------------------------ -19- Robes ---------------------------------- Name DEF RES MEV Cost Additional Comments ............................................................................ Cotton Robe 2 3 2 100g Silk Robe 4 4 3 370g Bard's Tunic 6 5 5 680g Silver-spun Robe 8 7 8 1700g Magician's Robe 9 8 9 2600g INT +2, MND +2 Gaia Gear 10 9 10 3600g INT +3 Cleric's Robe 11 10 11 4500g MND +3 Gold-spun Robe 12 11 12 5600g Prevents Confusion Faerie Robe 13 12 13 7000g EVA +1, INT +3, MND +3 White Dress 15 14 15 2g Black Robe 15 13 15 11000g INT +4 White Robe 15 13 15 11000g MND +4 Twilight Robe 17 16 17 14500g INT +5, MND -2 Daybreak Robe 17 16 17 14500g INT -2, MND +5 Shining Robe 18 18 20 19800g INT +4, MND +4 Sage's Robe 20 21 23 26400g INT +5 Lordly Robe 20 21 23 26400g MND +5 Rainbow Robe 21 25 25 23800g Prevents Confusion Adamant Robe 25 25 25 32500g INT +5 ------------------------------------------------------------------------------ -20- Armor ---------------------------------- Name DEF RES Cost Additional Comments ............................................................................ Leather Armor 4 1 120g Bronze Armor 6 2 400g Iron Armor 8 2 750g Steel Armor 11 2 1800g Linen Cuirass 13 3 2700g Mythril Armor 15 3 3800g Brigandine 16 3 4850g ??? ?? ?? --- A suit of onyx armor Sigurd's Armor 16 5 --- Dark RES up, Prevents Curse Gold Armor 17 3 6000g Close Armor 19 4 7500g VIT +1 Diamond Armor 21 4 10000g Platinum Armor 22 5 12000g Knight's Armor 24 5 15000g VIT +3 Dragon Mail 25 5 19800g Water Res up, Dragon Killer Crystal Mail 26 5 24800g Kaiser Armor 27 6 28000g Genji Armor 28 6 29000g Prevents Frog Maximillian 30 7 31000g Adamant Armor 35 10 34000g ============================================================================== -- G. Accessories -- {+ACSE+} ============================================================================== ------------------------------------------------------------------------------ -21- Armlets ---------------------------------- Name Cost Effects ............................................................................ Iron Armlet 400g DEF +2, EVA +1, MEV +1 Bronze Armlet 800g DEF +3, EVA +2, MEV +2 Mythril Armlet 2000g DEF +4, EVA +2 Diamond Armlet 5000g DEF +7, EVA +5 Ninja Armlet 8000g DEF +8, EVA +10, STR +1 Giant's Armlet 10g DEF +9, EVA +5, STR +5, SPD -5, VIT +5, INT -10, MND -10 Knight's Armlet 8000g DEF +9, EVA +7, VIT +1 Dragon Armlet 9900g DEF +10, EVA +5, SPD +2, Dragon Killer Crystal Armlet 8900g DEF +11, Prevents Sleep Genji Armlet 9900g DEF +13, Prevents Paralyze Adamant Armlet 11000g DEF +18 Power Armlet 6000g STR +10 ------------------------------------------------------------------------------ -22- Bangles ---------------------------------- Name Cost Effects ............................................................................ Iron Bangle 350g DEF +1, EVA +1, RES +2, MEV +1 Silver Bangle 700g DEF +2, RES +2, MEV +2 Mythril Bangle 1800g DEF +3, RES +3, MEV +3, Prevents Curse Rune Bangle 3500g DEF +4, RES +4, MEV +4, Prevents Silence Diamond Bangle 4800g DEF +5, RES +6, MEV +6, Prevents Mini/Frog Platinum Bangle 5900g DEF +7, RES +8, MEV +8, Prevents Poison/Toxify Crystal Bangle 8000g DEF +8, RES +10, MEV +1, Prevents Paralyze Adamant Bangle 16000g DEF +12, RES +15, MEV +15 Elven Bangle 5000g EVA +10, MEV +10, INT +7, MND +7 Tetra Bangle 20000g Fire, Ice & Lightning RES up Faerie Bangle 2g Restores some HP after battle Protect Bangle 3000g Auto-protect Shell Bangle 3000g Auto-shell Reflect Bangle 3000g Auto-reflect Regen Bangle 3000g Auto-regen ------------------------------------------------------------------------------ -23- Status Prevention ---------------------------------- Name Cost Effects ............................................................................ Star Pendant 1000g Prevents Poison/Toxify Drowsy Ring 1000g Prevents Sleep Silver Spectacle 1000g Prevents Blind White Cape 1000g Prevents Mini/Frog Peace Ring 1000g Prevents Silence/Confusion Athena's Mirror 1000g Prevents Petrify Chouchou 3000g Prevents Berserk, Confusion, Sleep, Paralyze & Curse Ribbon 2g Prevents all status effects ------------------------------------------------------------------------------ -24- Shoes ---------------------------------- Name Cost Effects ............................................................................ Leather Shoes 60g EVA +2, MEV +2, SPD +1 Swift Shoes 4500g EVA +3, MEV +3, SPD +4 Red Shoes 6000g EVA +7, MEV +7, SPD +5, Prevents Confusion & Paralyze Battle Boots 1500g DEF +2, STR +2, SPD +2, VIT +2 Miracle Shoes 2g SPD +4, Auto-protect, Auto-shell, Auto-regen Hermes' Sandals 5000g SPD +5, Auto-haste ------------------------------------------------------------------------------ -25- Bands ---------------------------------- Name Cost Effects ............................................................................ Levelling Band 2g Increases EXP gained in battle by 25% Expertise Band 2g Increases AP gained in battle by 25% Wealthy Band 2g Increases gil gained in battle by 50% Treasure Band 2g Enemies more likely to drop rare items Bauble Band 2g Enemies more likely to drop items ------------------------------------------------------------------------------ -26- Others ---------------------------------- Name Cost Effects ............................................................................ Gauntlet 3800g DEF +5, EVA +3, STR +3, VIT +3 Memorial Ring 6000g All stats +3 Champion Belt 6000g STR +5, VIT +5, INT +5 Moogle Charm --- Prevents random encounters ______________________________________________________________________________ {+BSTR+} --- VIII. Bestiary --- ______________________________________________________________________________ Notes: ------ 1) All encounters are broken down into two categories. "Battles" depicts the enemy formations, EXP, Gil and AP earned. "Enemies" identifies the foes on an individual basis. Their race, HP and weaknesses are noted. 2) EXP values are going to fluctuate based on the size of the party throughout the game. This will be marked by a (#) to clarify what the EXP is with that amount of characters. ============================================================================== -- A. Prologue Encounters -- {++} ============================================================================== ------------------------------------------------------------------------------ -01- Lux Area ---------------------------------- Battles ------- 1) Hornet x4 2) Goblin x2 3) Goblin x4 Gil: 8 Gil: 6 Gil: 12 EXP: 9 (4) EXP: 5 (4) EXP: 10 (4) AP: AP: AP: 4) Hornet x2 5) Nutkin 6) Leaf Bunny x2 Gil: 4 Gil: 8 Gil: 8 EXP: 4 (4) EXP: 3 (4) EXP: 4 (4) AP: AP: AP: 7) Death Flower x2, Wood Eyes Gil: 47 EXP: 21 (4) AP: Enemies ------- Name: Hornet Name: Goblin Name: Nutkin Race: Bee Race: Demi-Human Race: Squirrel HP: 20 HP: 21 HP: 25 Weak: Wind Weak: None Weak: None Name: Leaf Bunny Name: Death Flower Name: Wood Eyes Race: Rabbit Race: Plant Race: Treant HP: 29 HP: 75 HP: 70 Weak: None Weak: Fire Weak: Fire ------------------------------------------------------------------------------ -02- Below Castle Lux ---------------------------------- Battles ------- 1) Steel Bat x3 2) Alacran x2 3) Tarantula x2 Gil: 15 Gil: 14 Gil: 12 EXP: 12 (3) EXP: 10 (3) EXP: 8 (3) AP: AP: AP: 4) Alacran x3 5) Wererat, Alacran, 6) Steel Bat x2 Gil: 21 Tarantula Gil: 10 EXP: 16 (3) Gil: 19 EXP: 8 (3) AP: EXP: 13 (3) AP: AP: 7) Ankheg 8) Ankheg x2 Gil: 11 Gil: 22 EXP: 9 (3) EXP: 18 (3) AP: AP: Enemies ------- Name: Steel Bat Name: Alacran Name: Tarantula Race: Bat Race: Scorpion Race: Spider HP: 38 HP: 40 HP: 40 Weak: Fire, Wind Weak: None Weak: None Name: Wererat Name: Ankheg Race: Rat Race: Centipede HP: 35 HP: 85 Weak: None Weak: Ice ------------------------------------------------------------------------------ -03- Northern Cave ---------------------------------- Battles ------- 1) Gigantoad, Goblin, 2) Gigantoad x2, Python 3) Gigantoad, Python x2 Carbuncle Gil: 40 Gil: 38 Gil: 30 EXP: 20 (4) EXP: 19 (4) EXP: 16 (4) AP: AP: AP: 4) Gigantoad x3 5) Gigantoad, Python, 6) Ankheg, Tarantula, Gil: 42 Carbuncle Python EXP: 20 (4) Gil: 39 Gil: 29 AP: EXP: 20 (4) EXP: 17 (4) AP: AP: 7) Goblin x4 8) Ankheg, Carbuncle x2 9) Ankheg x3 Gil: 12 Gil: 37 Gil: 33 EXP: 10 (4) EXP: 16 (5) EXP: 17 (5) AP: AP: AP: 10) Ankheg x2 11) Goblin x2, Python Gil: 22 Tarantula EXP: 11 (5) Gil: 24 AP: EXP: 11 (5) AP: Enemies ------- Name: Gigantoad Name: Goblin Name: Carbuncle Race: Toad Race: Demi-Human Race: Ore HP: 65 HP: 21 HP: 38 Weak: Ice Weak: None Weak: None Name: Python Name: Ankheg Name: Tarantula Race: Snake Race: Centipede Race: Spider HP: 67 HP: 85 HP: 40 Weak: Ice Weak: Ice Weak: None ------------------------------------------------------------------------------ -04- Crystal Temple Area ---------------------------------- Battles ------- 1) Wood Eyes x3 2) Killer Bee x3 3) Nutkin Gil: 45 Gil: 39 Gil: 8 EXP: 16 (5) EXP: 13 (5) EXP: 2 (5) AP: AP: AP: Enemies ------- Name: Wood Eyes Name: Killer Bee Name: Nutkin Race: Treant Race: Bee Race: Squirrel HP: 70 HP: 55 HP: 25 Weak: Fire Weak: Wind Weak: None ------------------------------------------------------------------------------ -05- Crystal Temple ---------------------------------- Battles ------- 1) Blood Bat x2, Imp 2) Red Mousse 3) Vassago Gil: 47 Gil: 21 Gil: 21 EXP: 16 (5) EXP: 8 (5) EXP: 13 (5) AP: AP: AP: 4) Blood Bat, Lizard, 5) Blood Bat x3 6) Imp x2, Vassago Stunner Gil: 45 Gil: 55 Gil: 43 EXP: 14 (4) EXP: 27 (5) EXP: 16 (5) AP: AP: AP: 7) Vassago x2 Gil: 42 EXP: 26 (5) AP: Enemies ------- Name: Blood Bat Name: Imp Name: Red Mousse Race: Bat Race: Devil Race: Flan HP: 70 HP: 85 HP: 32 Weak: Fire, Wind Weak: None Weak: Fire Name: Vassago Name: Lizard Name: Stunner Race: Gargoyle Race: Iguana Race: Rat HP: 110 HP: 80 HP: 78 Weak: None Weak: Ice Weak: None ============================================================================== -- B. Chapter 1 Encounters -- {++} ============================================================================== ------------------------------------------------------------------------------ -06- Mount Lux Area ---------------------------------- Battles ------- 1) Basilisk x2 2) Goblin x2, Hobgoblin 3) Floating Eye x2 Gil: 76 Gil: 36 Gil: 48 EXP: 46 (4) EXP: 21 (4) EXP: 27 (4) AP: AP: AP: 4) Cocatrice x2 5) Cocatrice, 6) Killer Mantis, Gil: 64 Floating Eye Antares EXP: 36 (4) Gil: 56 Gil: 76 AP: EXP: 31 (4) EXP: 50 (4) AP: AP: 7) Bomb x2 8) Bugbear 9) Sprinter x2 Gil: 70 Gil: 26 Gil: 46 EXP: 42 (4) EXP: 50 (4) EXP: 32 (4) AP: AP: AP: Enemies ------- Name: Basilisk Name: Goblin Name: Hobgoblin Race: Iguana Race: Demi-Human Race: Demi-Human HP: 100 HP: 21 HP: 80 Weak: None Weak: None Weak: None Name: Floating Eye Name: Cocatrice Name: Antares Race: Ahriman Race: Bird Race: Scorpion HP: 105 HP: 95 HP: 85 Weak: Wind Weak: Wind Weak: None Name: Killer Mantis Name: Bomb Name: Bugbear Race: Mantis Race: Explosive Race: Bear HP: 140 HP: 95 HP: 300 Weak: None Weak: Wind Weak: None Name: Sprinter Race: Ostrich HP: 90 Weak: None ______________________________________________________________________________ {+SHPS+} --- IX. Shops --- ______________________________________________________________________________ ============================================================================== -- A. Prologue Shops -- {+PGSP+} ============================================================================== ------------------------------------------------------------------------------ -01- Lux ---------------------------------- [ Sundries ] [ Weaponsmith ] Name Cost Name Cost ............................ ............................. Potion 30g Knife 80g Maiden's Kiss 60g Short Sword 130g Antidote 40g Broadsword 250g Eye Drops 30g Staff 100g Phoenix Down 200g Rod 80g Tent 200g [ Armorer ] Name Cost ............................ Leather Shield 100g Leather Helm 80g Leather Hat 50g Cotton Cap 60g Leather Armor 120g Leather Shirt 80g Cotton Robe 100g ------------------------------------------------------------------------------ -02- Northern Cave ---------------------------------- [ Sundries ] [ Weaponsmith ] Name Cost Name Cost ............................ ............................. Potion 30g Knife 80g Maiden's Kiss 60g Short Sword 130g Antidote 40g Broadsword 250g Eye Drops 30g Staff 100g Phoenix Down 200g Rod 80g Tent 200g [ Armorer ] Name Cost ............................ Leather Shield 100g Leather Helm 80g Leather Hat 50g Cotton Cap 60g Leather Armor 120g Leather Shirt 80g Cotton Robe 100g ============================================================================== -- B. Chapter 1 Shops -- {+C1SP+} ============================================================================== ------------------------------------------------------------------------------ -03- Airship ---------------------------------- [ Sundries ] Name Cost ............................ Potion 30g Maiden's Kiss 60g Antidote 40g Eye Drops 30g Golden Needle 400g Phoenix Down 200g Tent 200g ------------------------------------------------------------------------------ -04- Liene ---------------------------------- [ Sundries ] [ Spells ] (Lv. 2) Name Cost Name Cost ............................ ............................. Potion 30g Slow 300g Ether 1500g Silence 300g Maiden's Kiss 60g Mini 300g Antidote 40g Eye Drops 30g Poison 300g Echo Grass 50g Sleep 300g Sacred Candle 100g Toad 300g Golden Needle 400g Phoenix Down 200g Tent 200g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Dagger 280g Bronze Shield 240g Broadsword 250g Bronze Helm 300g Iron Sword 450g Feathered Cap 200g Staff 100g Pointy Hat 250g Oak Staff 330g Bronze Armor 400g Rod 80g Bronze Hauberk 350g Metal Rod 380g Silk Robe 370g Spear 480g Leather Shoes 60g Metal Claw 380g Iron Bow 350g Whip 330g ------------------------------------------------------------------------------ -05- Castle Liene ---------------------------------- [ Sundries ] [ Spells ] (Lv. 2) Name Cost Name Cost ............................ ............................. Potion 30g Slow 300g Ether 1500g Silence 300g Maiden's Kiss 60g Mini 300g Antidote 40g Eye Drops 30g Poison 300g Echo Grass 50g Sleep 300g Sacred Candle 100g Toad 300g Golden Needle 400g Phoenix Down 200g Tent 200g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Dagger 280g Bronze Shield 240g Broadsword 250g Bronze Helm 300g Iron Sword 450g Feathered Cap 200g Staff 100g Pointy Hat 250g Oak Staff 330g Bronze Armor 400g Rod 80g Bronze Hauberk 350g Metal Rod 380g Silk Robe 370g Spear 480g Leather Shoes 60g Metal Claw 380g Iron Bow 350g Whip 330g ------------------------------------------------------------------------------ -06- Warship ---------------------------------- [ Sundries ] [ Spells ] (Lv. 2) Name Cost Name Cost ............................ ............................. Potion 30g Slow 300g Ether 1500g Silence 300g Maiden's Kiss 60g Mini 300g Antidote 40g Eye Drops 30g Poison 300g Echo Grass 50g Sleep 300g Sacred Candle 100g Toad 300g Golden Needle 400g Phoenix Down 200g Tent 200g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Dagger 280g Bronze Shield 240g Broadsword 250g Bronze Helm 300g Iron Sword 450g Feathered Cap 200g Staff 100g Pointy Hat 250g Oak Staff 330g Bronze Armor 400g Rod 80g Bronze Hauberk 350g Metal Rod 380g Silk Robe 370g Spear 480g Leather Shoes 60g Metal Claw 380g Iron Bow 350g Whip 330g ============================================================================== -- C. Chapter 2 Shops -- {+C2SP+} ============================================================================== ------------------------------------------------------------------------------ -07- Braska ---------------------------------- [ Sundries ] [ Weaponsmith ] Name Cost Name Cost ............................ ............................. Potion 30g Main Gauche 550g Phoenix Down 200g Longsword 890g Golden Needle 400g Spear 480g Maiden's Kiss 60g Battleaxe 520g Mallet 80g Baghknakhs 780g Echo Grass 50g Oak Staff 330g Eye Drops 30g Metal Rod 350g Antidote 40g Crossbow 750g Tent 200g Chain Whip 700g Sacred Candle 100g [ Armorer ] Name Cost ............................ Iron Shield 580g Headband 490g Wizard's Hat 500g Iron Helm 480g Kenpogi 600g Bard's Tunic 680g Iron Armor 750g Iron Armlet 400g Iron Bangle 350g Leather Shoes 60g ------------------------------------------------------------------------------ -08- Deist ---------------------------------- [ Sundries ] [ Spells ] (Lv. 3) Name Cost Name Cost ............................ ............................. Potion 30g Cura 700g Phoenix Down 200g Protect 700g Golden Needle 400g Raise 700g Maiden's Kiss 60g Mallet 80g Fira 700g Echo Grass 50g Blizzara 700g Eye Drops 30g Thundara 700g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Orichalcum 1500g Steel Shield 1000g Tyrfing 1800g Bandana 650g Spear 480g Circlet 700g Poison Knuckles 1700g Steel Helm 750g Healing Staff 1650g Chainmail 1650g Flame Rod 1600g Silver-spun Robe 1700g Ice Rod 1600g Steel Armor 1800g Thunder Rod 1600g Iron Armlet 400g Iron Bangle 350g Leather Shoes 60g ------------------------------------------------------------------------------ -09- Dragon Roost ---------------------------------- [ Sundries ] [ Weaponsmith ] Name Cost Name Cost ............................ ............................. Potion 30g Halberd 1800g Ether 1500g Slasher 2000g Phoenix Down 200g Silver Bow 1700g Golden Needle 400g Tamer's Whip 1900g Maiden's Kiss 60g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Armorer ] Name Cost ............................ Steel Shield 1000g Bandana 650g Circlet 700g Steel Helm 750g Chainmail 1650g Silver-spun Robe 1700g Steel Armor 1800g Bronze Armlet 800g Silver Bangle 700g Leather Shoes 60g ------------------------------------------------------------------------------ -10- Mount Verde ---------------------------------- [ Sundries ] [ Weaponsmith ] Name Cost Name Cost ............................ ............................. Potion 30g Main Gauche 550g Phoenix Down 200g Longsword 890g Golden Needle 400g Spear 480g Maiden's Kiss 60g Battleaxe 520g Mallet 80g Baghknakhs 780g Echo Grass 50g Oak Staff 330g Eye Drops 30g Metal Rod 350g Antidote 40g Crossbow 750g Tent 200g Chain Whip 700g Sacred Candle 100g [ Armorer ] Name Cost ............................ Iron Shield 580g Headband 490g Wizard's Hat 500g Iron Helm 480g Kenpogi 600g Bard's Tunic 680g Iron Armor 750g Iron Armlet 400g Iron Bangle 350g Leather Shoes 60g ------------------------------------------------------------------------------ -11- Verde ---------------------------------- [ Sundries ] [ Spells ] (Lv. 2) Name Cost Name Cost ............................ ............................. Potion 30g Slow 300g Phoenix Down 200g Silence 300g Golden Needle 400g Mini 300g Maiden's Kiss 60g Mallet 80g Poison 300g Echo Grass 50g Sleep 300g Eye Drops 30g Toad 300g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Main Gauche 550g Iron Shield 580g Longsword 890g Headband 490g Spear 480g Wizard's Hat 500g Battleaxe 520g Iron Helm 480g Baghknakhs 780g Kenpogi 600g Oak Staff 330g Bard's Tunic 680g Metal Rod 350g Iron Armor 750g Crossbow 750g Iron Armlet 400g Chain Whip 700g Iron Bangle 350g Leather Shoes 60g ------------------------------------------------------------------------------ -12- Alfheim ---------------------------------- [ Sundries ] [ Spells ] (Lv. 3) Name Cost Name Cost ............................ ............................. Potion 30g Cura 700g Ether 1500g Protect 700g Phoenix Down 200g Raise 700g Golden Needle 400g Maiden's Kiss 60g Fira 700g Mallet 80g Blizzara 700g Echo Grass 50g Thundara 700g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Orichalcum 1500g Steel Shield 1000g Tyrfing 1800g Bandana 650g Halberd 1800g Circlet 700g Slasher 2000g Steel Helm 750g Spear 480g Chainmail 1650g Poison Knuckles 1700g Silver-spun Robe 1700g Healing Staff 1650g Steel Armor 1800g Flame Rod 1600g Bronze Armlet 800g Ice Rod 1600g Silver Bangle 700g Thunder Rod 1600g Leather Shoes 60g Silver Bow 1700g Tamer's Whip 1900g ------------------------------------------------------------------------------ -13- Capo ---------------------------------- [ Sundries ] [ Spells ] (Lv. 3) Name Cost Name Cost ............................ ............................. Potion 30g Cura 700g Phoenix Down 200g Protect 700g Golden Needle 400g Raise 700g Maiden's Kiss 60g Mallet 80g Fira 700g Echo Grass 50g Blizzara 700g Eye Drops 30g Thundara 700g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Man-Eater 2200g Large Shield 1350g Greatsword 2900g Headgear 1000g Trident 2800g Magician's Hat 1250g Slasher 2000g Sallet 1200g Cat Claws 2500g Silver Hauberk 2400g Mage's Staff 2700g Magician's Robe 2600g Flame Rod 1600g Linen Cuirass 2700g Ice Rod 1600g Bronze Armlet 800g Thunder Rod 1600g Silver Bangle 700g Great Bow 2600g Tamer's Whip 1900g ------------------------------------------------------------------------------ -14- Pirate Hideout ---------------------------------- [ Sundries ] Name Cost ............................ Potion 30g Phoenix Down 200g Golden Needle 400g Maiden's Kiss 60g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g ------------------------------------------------------------------------------ -15- Rusalka ---------------------------------- [ Sundries ] [ Spells ] (Lv. 4) Name Cost Name Cost ............................ ............................. Potion 30g Basuna 1500g Hi-Potion 150g Confuse 1500g Ether 1500g Teleport 1500g Phoenix Down 200g Golden Needle 400g Drain 1500g Maiden's Kiss 60g Break 1500g Mallet 80g Bio 1500g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Mythril Knife 3700g Mythril Shield 2500g Mythril Sword 5200g Green Beret 1500g Mythril Spear 4900g Gaia Hat 1600g Mythril Claws 4300g Mythril Helm 1700g Mythril Staff 4500g Mythril Vest 3500g Mythril Rod 4000g Gaia Gear 3600g Silver Harp 3800g Mythril Armor 3800g Sleipnir 5700g Mythril Armlet 2000g Mythril Bangle 1800g ------------------------------------------------------------------------------ -16- Kurgis ---------------------------------- [ Sundries ] [ Spells ] (Lv. 3) Name Cost Name Cost ............................ ............................. Potion 30g Cura 700g Phoenix Down 200g Protect 700g Golden Needle 400g Raise 700g Maiden's Kiss 60g Mallet 80g Fira 700g Echo Grass 50g Blizzara 700g Eye Drops 30g Thundara 700g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Man-Eater 2200g Large Shield 1350g Greatsword 2900g Headgear 1000g Trident 2800g Magician's Hat 1250g Slasher 2000g Sallet 1200g Cat Claws 2500g Silver Hauberk 2400g Mage's Staff 2700g Magician's Robe 2600g Flame Rod 1600g Linen Cuirass 2700g Ice Rod 1600g Bronze Armlet 800g Thunder Rod 1600g Silver Bangle 700g Great Bow 2600g Tamer's Whip 1900g ------------------------------------------------------------------------------ -17- Aule ---------------------------------- [ Sundries ] [ Spells ] (Lv. 4) Name Cost Name Cost ............................ ............................. Potion 30g Basuna 1500g Hi-Potion 150g Confuse 1500g Ether 1500g Teleport 1500g Phoenix Down 200g Golden Needle 400g Drain 1500g Maiden's Kiss 60g Break 1500g Mallet 80g Bio 1500g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Mythril Knife 3700g Mythril Shield 2500g Mythril Sword 5200g Green Beret 1500g Dark Sword 5000g Gaia Hat 1600g Mythril Spear 4900g Mythril Helm 1700g Mythril Axe 5500g Mythril Vest 3500g Mythril Claws 4300g Gaia Gear 3600g Mythril Staff 4500g Mythril Armor 3800g Mythril Rod 4000g Mythril Armlet 2000g Flame Bow 4400g Mythril Bangle 1800g Ice Bow 4400g Lightning Bow 4400g Sleipnir 5700g ------------------------------------------------------------------------------ -18- Castle Falgabard ---------------------------------- [ Sundries ] [ Spells ] (Lv. 4) Name Cost Name Cost ............................ ............................. Potion 30g Basuna 1500g Hi-Potion 150g Confuse 1500g Ether 1500g Teleport 1500g Phoenix Down 200g Golden Needle 400g Drain 1500g Maiden's Kiss 60g Break 1500g Mallet 80g Bio 1500g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Mythril Knife 3700g Mythril Shield 2500g Mythril Sword 5200g Green Beret 1500g Dark Sword 5000g Gaia Hat 1600g Mythril Spear 4900g Mythril Helm 1700g Mythril Axe 5500g Mythril Vest 3500g Mythril Claws 4300g Gaia Gear 3600g Mythril Staff 4500g Mythril Armor 3800g Mythril Rod 4000g Mythril Armlet 2000g Flame Bow 4400g Mythril Bangle 1800g Ice Bow 4400g Lightning Bow 4400g Sleipnir 5700g ============================================================================== -- D. Chapter 3 Shops -- {+C3SP+} ============================================================================== ------------------------------------------------------------------------------ -19- Mathel ---------------------------------- [ Sundries ] [ Spells ] (Lv. 4) Name Cost Name Cost ............................ ............................. Potion 30g Basuna 1500g Hi-Potion 150g Confuse 1500g Phoenix Down 200g Teleport 1500g Golden Needle 400g Maiden's Kiss 60g Drain 1500g Mallet 80g Break 1500g Echo Grass 50g Bio 1500g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Kris 4500g Tower Shield 4000g Coral Sword 7000g Officer's Hat 2700g Partisan 6500g Cleric's Hat 3000g Mythril Axe 5500g Barbut 3200g Hell Claws 6000g Justaucorps 4000g Cleric's Staff 5500g Cleric's Robe 4500g Prism Rod 5200g Brigandine 4850g Flame Bow 4400g Mythril Armlet 2000g Ice Bow 4400g Mythril Bangle 1800g Lightning Bow 4400g Dream Harp 4900g Sleipnir 5700g ------------------------------------------------------------------------------ -20- Fabrica ---------------------------------- [ Sundries ] [ Spells ] (Lv. 5) Name Cost Name Cost ............................ ............................. Potion 30g Curaja 3000g Hi-Potion 150g Blink 3000g Ether 1500g Shell 3000g Phoenix Down 200g Golden Needle 400g Osmose 3000g Maiden's Kiss 60g Stop 3000g Mallet 80g Tornado 3000g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Air Knife 5800g Gold Shield 5500g Ogrenix 8300g Tiger Mask 4500g Wind Spear 8000g Gold-spun Hat 4750g Ice Knuckles 7300g Gold Helm 4800g Cypress Pole 7200g Gold Hauberk 5200g Poison Rod 7000g Gold-spun Robe 5600g Dark Bow 7600g Gold Armor 6000g Marchen Harp 8200g Gauntlet 3800g Red Scorpio 9300g Rune Bangle 3500g ------------------------------------------------------------------------------ -21- Campsite ---------------------------------- [ Sundries ] Name Cost ............................ Potion 30g Hi-Potion 150g Phoenix Down 200g Golden Needle 400g Maiden's Kiss 60g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g ------------------------------------------------------------------------------ -22- Oasis ---------------------------------- [ Sundries ] [ Spells ] (Lv. 4) Name Cost Name Cost ............................ ............................. Potion 30g Basuna 1500g Hi-Potion 150g Confuse 1500g Phoenix Down 200g Teleport 1500g Golden Needle 400g Maiden's Kiss 60g Drain 1500g Mallet 80g Break 1500g Echo Grass 50g Bio 1500g Eye Drops 30g Antidote 40g Tent 200g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Kris 4500g Tower Shield 4000g Coral Sword 7000g Officer's Hat 2700g Dark Sword 5000g Cleric's Hat 3000g Partisan 6500g Barbut 3200g Mythril Axe 5500g Justaucorps 4000g Hell Claws 6000g Cleric's Robe 4500g Cleric's Staff 5500g Brigandine 4850g Prism Rod 5200g Mythril Armlet 2000g Flame Bow 4400g Mythril Bangle 1800g Ice Bow 4400g Lightning Bow 4400g Dream Harp 4900g Sleipnir 5700g ------------------------------------------------------------------------------ -23- Gardenia ---------------------------------- [ Sundries ] [ Spells ] (Lv. 4) Name Cost Name Cost ............................ ............................. Potion 30g Basuna 1500g Hi-Potion 150g Confuse 1500g Ether 1500g Teleport 1500g Phoenix Down 200g Golden Needle 400g Drain 1500g Maiden's Kiss 60g Break 1500g Mallet 80g Bio 1500g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Kris 4500g Tower Shield 4000g Coral Sword 7000g Officer's Hat 2700g Dark Sword 5000g Cleric's Hat 3000g Partisan 6500g Barbut 3200g Mythril Axe 5500g Justaucorps 4000g Hell Claws 6000g Cleric's Robe 4500g Cleric's Staff 5500g Brigandine 4850g Prism Rod 5200g Mythril Armlet 2000g Flame Bow 4400g Mythril Bangle 1800g Ice Bow 4400g Lightning Bow 4400g Dream Harp 4900g Sleipnir 5700g (Only available after Imperial Camp) [ Spells ] (Lv. 5) [ Weaponsmith ] Name Cost Name Cost ............................ ............................ Curaja 3000g Air Knife 5800g Blink 3000g Ogrenix 8300g Shell 3000g Shadow Blade 8100g Wind Spear 8000g Osmose 3000g Death Sickle 8800g Stop 3000g Ice Knuckles 7300g Tornado 3000g Cypress Pole 7200g Poison Rod 7000g Dark Bow 7600g Marchen Harp 8200g Red Scorpio 9300g [ Armorer ] Name Cost ............................ Gold Shield 5500g Tiger Mask 4500g Gold-spun Hat 4750g Gold Helm 4800g Gold Hauberk 5200g Gold-spun Robe 5600g Gold Armor 6000g Gauntlet 3800g Rune Bangle 3500g ------------------------------------------------------------------------------ -24- Berth ---------------------------------- [ Sundries ] [ Spells ] (Lv. 5) Name Cost Name Cost ............................ ............................. Potion 30g Curaja 3000g Hi-Potion 150g Blink 3000g Ether 1500g Shell 3000g Phoenix Down 200g Golden Needle 400g Osmose 3000g Maiden's Kiss 60g Stop 3000g Mallet 80g Tornado 3000g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Air Knife 5800g Gold Shield 5500g Bastard Sword 9800g Scholar's Hat 5200g Squall Lance 9200g Dark Hat 5500g Greataxe 9700g Close Helm 5900g Burning Knuckles 9000g Scholar's Gown 8800g Fey Staff 8800g Faerie Robe 7000g Amphibian Rod 8500g Close Armor 7500g Dark Bow 7600g Gauntlet 3800g Marchen Harp 8200g Rune Bangle 3500g Baleen 11000g ------------------------------------------------------------------------------ -25- Burtgang ---------------------------------- [ Sundries ] [ Spells ] (Lv. 6) Name Cost Name Cost ............................ ............................. Potion 30g Berserk 6000g Hi-Potion 150g Regen 6000g Ether 1500g Haste 6000g Phoenix Down 200g Golden Needle 400g Firaga 6000g Maiden's Kiss 60g Blizzaga 6000g Mallet 80g Thundaga 6000g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Swordbreaker 8700g Diamond Shield 7000g Diamond Blade 12500g Chakra Band 6200g Shining Sword 10000g Lamia's Tiara 6200g Heavy Lance 10800g Diamond Helm 7000g Blast Knuckles 11000g Glass Hauberk 9000g Rune Staff 10500g Black Robe 11000g Wizard Rod 10000g White Robe 11000g Killer Bow 10000g Diamond Armor 10000g Orpheus' Harp 9900g Diamond Armlet 5000g Beast Killer 12500g Diamond Bangle 4800g ------------------------------------------------------------------------------ -26- Hagakure ---------------------------------- [ Sundries ] [ Spells ] (Lv. 5) Name Cost Name Cost ............................ ............................. Potion 30g Curaja 3000g Hi-Potion 150g Blink 3000g Ether 1500g Shell 3000g Phoenix Down 200g Golden Needle 400g Osmose 3000g Maiden's Kiss 60g Stop 3000g Mallet 80g Tornado 3000g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Air Knife 5800g Gold Shield 5500g Bastard Sword 9800g Scholar's Hat 5200g Soulstealer 9500g Dark Hat 5500g Squall Lance 9200g Close Helm 5900g Greataxe 9700g Scholar's Gown 8800g Burning Knuckles 9000g Faerie Robe 7000g Fey Staff 8800g Close Armor 7500g Amphibian Rod 8500g Gauntlet 3800g Dark Bow 7600g Rune Bangle 3500g Marchen Harp 8200g Baleen 11000g ------------------------------------------------------------------------------ -27- Matagi ---------------------------------- [ Sundries ] [ Spells ] (Lv. 6) Name Cost Name Cost ............................ ............................. Potion 30g Berserk 6000g Hi-Potion 150g Regen 6000g Ether 1500g Haste 6000g Phoenix Down 200g Golden Needle 400g Firaga 6000g Maiden's Kiss 60g Blizzaga 6000g Mallet 80g Thundaga 6000g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g Shuriken 2000g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Swordbreaker 8700g Diamond Shield 7000g Diamond Blade 12500g Chakra Band 6200g Darkbringer 11000g Lamia's Tiara 6200g Kunai 9500g Diamond Helm 7000g Gaia's Hammer 11000g Glass Hauberk 9000g Blast Knuckles 11000g Black Robe 11000g Rune Staff 10500g White Robe 11000g Wizard Rod 10000g Diamond Armor 10000g Killer Bow 10000g Diamond Armlet 5000g Orpheus' Harp 9900g Diamond Bangle 4800g Beast Killer 12500g ============================================================================== -- E. Chapter 4 Shops -- {+C4SP+} ============================================================================== ------------------------------------------------------------------------------ -28- Mysidia ---------------------------------- [ Sundries ] [ Spells ] (Lv. 6) Name Cost Name Cost ............................ ............................. Potion 30g Berserk 6000g Hi-Potion 150g Regen 6000g X-Potion 3000g Haste 6000g Ether 1500g Phoenix Down 200g Firaga 6000g Golden Needle 400g Blizzaga 6000g Maiden's Kiss 60g Thundaga 6000g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Swordbreaker 8700g Diamond Shield 7000g Diamond Blade 12500g Chakra Band 6200g Rune Blade 12800g Lamia's Tiara 6200g Asura 11000g Diamond Helm 7000g Heavy Lance 10800g Blackbelt Vest 10000g Ogrekiller 13500g Black Robe 11000g Blast Knuckles 11000g White Robe 11000g Rune Staff 10500g Diamond Armor 10000g Wizard Rod 10000g Diamond Armlet 5000g Killer Bow 10000g Diamond Bangle 4800g Orpheus' Harp 9900g Beast Killer 12500g (Only available after Mysidia Cavern) [ Spells ] (Lv. 7) [ Weaponsmith ] Name Cost Name Cost ............................ ............................ Curaga 10000g Triton's Dagger 13800g Esuna 10000g Enhancer 16400g Reflect 10000g Kotetsu 16600g Brionac 16000g Quake 10000g Rune Axe 17200g Death 10000g Dueling Claws 16800g Comet 10000g Shining Staff 15500g Demon's Rod 14800g Aevis Killer 15800g [ Armorer ] Name Cost ............................ Red Cap 8800g Twilight Hat 7300g Daybreak Hat 7300g Platinum Helm 8200g Red Jacket 13800g Twilight Robe 14500g Daybreak Robe 14500g Platinum Armor 12000g Platinum Bangle 5900g ------------------------------------------------------------------------------ -29- Heliogabalus ---------------------------------- [ Sundries ] [ Spells ] (Lv. 6) Name Cost Name Cost ............................ ............................. Potion 30g Berserk 6000g Hi-Potion 150g Regen 6000g Ether 1500g Haste 6000g Phoenix Down 200g Golden Needle 400g Firaga 6000g Maiden's Kiss 60g Blizzaga 6000g Mallet 80g Thundaga 6000g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Swordbreaker 8700g Diamond Shield 7000g Diamond Blade 12500g Chakra Band 6200g Rune Blade 12800g Lamia's Tiara 6200g Asura 11000g Platinum Helm 8200g Heavy Lance 10800g Blackbelt Vest 10000g Ogrekiller 13500g Black Robe 11000g Blast Knuckles 11000g White Robe 11000g Rune Staff 10500g Platinum Armor 12000g Wizard Rod 10000g Diamond Armlet 5000g Killer Bow 10000g Diamond Bangle 4800g Orpheus' Harp 9900g Beast Killer 12500g ------------------------------------------------------------------------------ -30- Lufenia ---------------------------------- [ Sundries ] [ Spells ] (Lv. 6) Name Cost Name Cost ............................ ............................. Potion 30g Berserk 6000g Hi-Potion 150g Regen 6000g X-Potion 3000g Haste 6000g Ether 1500g Phoenix Down 200g Firaga 6000g Golden Needle 400g Blizzaga 6000g Maiden's Kiss 60g Thundaga 6000g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Swordbreaker 8700g Diamond Shield 7000g Diamond Blade 12500g Chakra Band 6200g Darkbringer 11000g Lamia's Tiara 6200g Asura 11000g Diamond Helm 7000g Heavy Lance 10800g Blackbelt Vest 10000g Ogrekiller 13500g Black Robe 11000g Blast Knuckles 11000g White Robe 11000g Rune Staff 10500g Diamond Armor 10000g Wizard Rod 10000g Diamond Armlet 5000g Killer Bow 10000g Diamond Bangle 4800g Orpheus' Harp 9900g Beast Killer 12500g (Only available after Rosetta Tower) [ Spells ] (Lv. 7) [ Weaponsmith ] Name Cost Name Cost ............................ ............................ Curaga 10000g Triton's Dagger 13800g Esuna 10000g Enhancer 16400g Reflect 10000g Kotetsu 16600g Brionac 16000g Quake 10000g Rune Axe 17200g Death 10000g Dueling Claws 16800g Comet 10000g Shining Staff 15500g Demon's Rod 14800g Aevis Killer 15800g [ Armorer ] Name Cost ............................ Red Cap 8800g Twilight Hat 7300g Daybreak Hat 7300g Platinum Helm 8200g Red Jacket 13800g Twilight Robe 14500g Daybreak Robe 14500g Platinum Armor 12000g Platinum Bangle 5900g ------------------------------------------------------------------------------ -31- Braska ---------------------------------- [ Sundries ] [ Spells ] (Lv. 6 and 7) Name Cost Name Cost ............................ ............................. Potion 30g Berserk 6000g Hi-Potion 150g Regen 6000g X-Potion 3000g Haste 6000g Ether 1500g Phoenix Down 200g Firaga 6000g Golden Needle 400g Blizzaga 6000g Maiden's Kiss 60g Thundaga 6000g Mallet 80g Echo Grass 50g Curaga 10000g Eye Drops 30g Esuna 10000g Antidote 40g Reflect 10000g Tent 200g Cottage 800g Quake 10000g Sacred Candle 100g Death 10000g Comet 10000g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Triton's Dagger 13800g Diamond Shield 7000g Enhancer 16400g Red Cap 8800g Stoneblade 19800g Twilight Hat 7300g Rune Blade 12800g Daybreak Hat 7300g Defender 18800g Platinum Helm 8200g Deathbringer 14800g Blackbelt Vest 10000g Asura 11000g Red Jacket 13800g Kotetsu 16600g Twilight Robe 14500g Kiku-ichimonji 17400g Daybreak Robe 14500g Brionac 16000g Platinum Armor 12000g Gae Bolg 18600g Diamond Armlet 5000g Ogrekiller 13500g Platinum Bangle 5900g Rune Axe 17200g Dueling Claws 16800g Tiger Fangs 19900g Shining Staff 15500g Demon's Rod 14800g Aevis Killer 15800g Sagittarius Bow 17700g Muse's Harp 14800g Flame Whip 16000g ------------------------------------------------------------------------------ -32- Moogle Cave ---------------------------------- [ Sundries ] [ Spells ] (Lv. 2 - 5) Name Cost Name Cost ............................ ............................. X-Potion 3000g Slow . Poison 300g Ether 1500g Silence . Sleep 300g Dry Ether 5000g Mini . Toad 300g Phoenix Down 200g Cura . Fira 700g Golden Needle 400g Protect . Blizzara 700g Maiden's Kiss 60g Raise . Thundara 700g Mallet 80g Basuna . Drain 1500g Echo Grass 50g Confuse . Break 1500g Eye Drops 30g Teleport . Bio 1500g Antidote 40g Curaja . Osmose 3000g Remedy 1000g Blink . Stop 3000g Tent 200g Shell . Tornado 3000g Cottage 800g Sacred Candle 100g Shuriken 2000g Happo Shuriken 20000g [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Crystal Knife 18500g Crystal Shield 16800g Crystal Sword 25500g Dueling Mask 11000g Lohengrin 25000g Mystic Veil 9900g Victimizer 25000g Crystal Helm 15300g Sasuke Blade 19800g Vishnu Vest 18900g Crystal Lance 23500g Shining Robe 19800g Crystal Axe 26000g Crystal Mail 24800g Crystal Claws 24500g Crystal Armlet 8900g Crystal Staff 23800g Crystal Bangle 8000g Crystal Rod 23800g Perseus Bow 21000g Crystal Harp 21000g Star Whip 18800g ------------------------------------------------------------------------------ -33- Coliseum ---------------------------------- [ Sundries ] Name Cost ............................ X-Potion 3000g Ether 1500g Dry Ether 5000g Phoenix Down 200g Golden Needle 400g Maiden's Kiss 60g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Remedy 1000g Tent 200g Cottage 800g Sacred Candle 100g Shuriken 2000g Happo Shuriken 50000g ------------------------------------------------------------------------------ -34- Castle Lux (World of Dusk) ---------------------------------- [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Knife 80g Leather Shield 100g Dagger 280g Bronze Shield 240g Short Sword 130g Leather Hat 50g Broadsword 250g Feathered Cap 200g Iron Sword 450g Cotton Cap 60g Spear 480g Pointy Hat 250g Metal Claw 380g Leather Helm 80g Staff 100g Bronze Helm 300g Oak Staff 330g Leather Shirt 80g Rod 80g Bronze Hauberk 350g Metal Rod 350g Cotton Robe 100g Iron Bow 350g Silk Robe 370g Whip 330g Leather Armor 120g Bronze Armor 400g Leather Shoes 60g ------------------------------------------------------------------------------ -35- Yggdrasil ---------------------------------- [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Main Gauche 550g Iron Shield 580g Orichalcum 1500g Steel Shield 1000g Longsword 890g Headband 490g Tyrfing 1800g Bandana 650g Halberd 1800g Wizard's Hat 500g Battleaxe 520g Circlet 700g Slasher 2000g Iron Helm 480g Baghknakhs 780g Steel Helm 750g Poison Knuckles 1700g Kenpogi 600g Healing Staff 1650g Chainmail 1650g Flame Rod 1600g Bard's Tunic 680g Ice Rod 1600g Silver-spun Robe 1700g Thunder Rod 1600g Iron Armor 750g Crossbow 750g Steel Armor 1800g Silver Bow 1700g Iron Armlet 400g Chain Whip 700g Bronze Armlet 800g Tamer's Whip 1900g Iron Bangle 350g Silver Bangle 700g ------------------------------------------------------------------------------ -36- Rusalka ---------------------------------- [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Man-Eater 2200g Large Shield 1350g Mythril Knife 3700g Mythril Shield 2500g Greatsword 2900g Headgear 1000g Mythril Sword 5200g Green Beret 1500g Dark Sword 5000g Magician's Hat 1250g Trident 2800g Gaia Hat 1600g Mythril Spear 4900g Sallet 1200g Mythril Axe 5500g Mythril Helm 1700g Cat Claws 2500g Silver Hauberk 2400g Mythril Claws 4300g Mythril Vest 3500g Mage's Staff 2700g Magician's Robe 2600g Mythril Staff 4500g Gaia Gear 3600g Mythril Rod 4000g Linen Cuirass 2700g Great Bow 2600g Mythril Armor 3800g Flame Bow 4400g Mythril Armlet 2000g Ice Bow 4400g Mythril Bangle 1800g Lightning Bow 4400g Silver Harp 3800g Sleipnir 5700g ------------------------------------------------------------------------------ -37- Fabrica ---------------------------------- [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Kris 4500g Tower Shield 4000g Air Knife 5800g Gold Shield 5500g Coral Sword 7000g Officer's Hat 2700g Ogrenix 8300g Tiger Mask 4500g Shadow Blade 8100g Cleric's Hat 3000g Partisan 6500g Gold-spun Hat 4750g Wind Spear 8000g Barbut 3200g Death Sickle 8800g Gold Helm 4800g Hell Claws 6000g Justaucorps 4000g Ice Knuckles 7300g Gold Hauberk 5200g Cleric's Staff 5500g Cleric's Robe 4500g Cypress Pole 7200g Gold-spun Robe 5600g Prism Rod 5200g Brigandine 4850g Poison Rod 7000g Gold Armor 6000g Dark Bow 7600g Gauntlet 3800g Marchen Harp 8200g Rune Bangle 3500g Red Scorpio 9300g ------------------------------------------------------------------------------ -38- Gardenia ---------------------------------- [ Sundries ] Name Cost ............................ Potion 30g Hi-Potion 150g X-Potion 3000g Ether 1500g Phoenix Down 200g Golden Needle 400g Maiden's Kiss 60g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Tent 200g Cottage 800g Sacred Candle 100g Shuriken 2000g ------------------------------------------------------------------------------ -39- Castle Burtgang (World of Dusk) ---------------------------------- [ Weaponsmith ] [ Armorer ] Name Cost Name Cost ............................ ............................. Swordbreaker 8700g Diamond Shield 7000g Bastard Sword 9800g Scholar's Hat 5200g Diamond Blade 12500g Chakra Band 6200g Shining Sword 10000g Dark Hat 5500g Soulstealer 9500g Lamia's Tiara 6200g Darkbringer 11000g Close Helm 5900g Kunai 9500g Diamond Helm 7000g Squall Lance 9200g Scholar's Gown 8800g Heavy Lance 10800g Glass Hauberk 9000g Greataxe 9700g Faerie Robe 7000g Gaia's Hammer 11000g Black Robe 11000g Burning Knuckles 9000g White Robe 11000g Blast Knuckles 11000g Close Armor 7500g Fey Staff 8800g Diamond Armor 10000g Rune Staff 10500g Diamond Armlet 5000g Amphibian Rod 8500g Diamond Bangle 4800g Wizard Rod 10000g Killer Bow 10000g Orpheus' Harp 9900g Baleen 11000g Beast Killer 12500g ------------------------------------------------------------------------------ -40- Castle Lux (The Void) ---------------------------------- [ Sundries ] [ Weaponsmith ] Name Cost Name Cost ............................ ............................. X-Potion 3000g Crystal Knife 18500g Ether 1500g Crystal Sword 25500g Dry Ether 5000g Lohengrin 25000g Phoenix Down 200g Victimizer 25000g Golden Needle 400g Sasuke Blade 19800g Maiden's Kiss 60g Crystal Lance 23500g Mallet 80g Crystal Axe 26000g Echo Grass 50g Crystal Claws 24500g Eye Drops 30g Crystal Staff 23800g Antidote 40g Crystal Rod 23800g Remedy 1000g Perseus Bow 21000g Tent 200g Crystal Harp 21000g Cottage 800g Star Whip 18800g Sacred Candle 100g Shuriken 2000g Happo Shuriken 20000g [ Armorer ] Name Cost ............................ Crystal Shield 16800g Dueling Mask 11000g Mystic Veil 9900g Crystal Helm 15300g Vishnu Vest 18900g Shining Robe 19800g Crystal Mail 24800g Crystal Armlet 8900g Crystal Bangle 8000g ============================================================================== -- F. Postgame Shops -- {+PSSP+} ============================================================================== ------------------------------------------------------------------------------ -41- Gladiator's Hall ---------------------------------- [ Sundries ] Name Cost ............................ X-Potion 3000g Ether 1500g Dry Ether 5000g Elixir 50000g Phoenix Down 200g Golden Needle 400g Maiden's Kiss 60g Mallet 80g Echo Grass 50g Eye Drops 30g Antidote 40g Remedy 1000g Tent 200g Cottage 800g Sacred Candle 100g Happo Shuriken 20000g Fuuga Shuriken 50000g ______________________________________________________________________________ {+MSCL+} --- X. Miscellaneous --- ______________________________________________________________________________ ============================================================================== -- A. Memories -- {+MMRY+} ============================================================================== [ What are memories? ] When the Memorist job is first acquired, its stats are simply horrendous. The reason for this is because Memorist base stats are customizable via Recollect. This passive ability turns collected memories into stat points. This applies to STR, SPD, VIT, INT and MND. The Memorist's HP and MP are predetermined. [ How do I acquire memories? ] Memories must be found and collected from all over the game world. They can only be found if you have a Memorist currently in your party. This will create a 3 star sparkle effect where the memory is hidden. Otherwise, the spot will simply be empty and you won't be able to collect it. Nothing will happen even if you know the exact location. Note that memories are NOT missable. You can choose to ignore them until the very end of the game if you wanted to. [ Are all memories the same? ] Memories come in 3 varieties. Small memories are the most common while Lovely and Valuable memories are less in number. Small memories produce 3 stat points each, Lovely memories give 5 points and Valuable memories provide 10. The total number of distributable points is 235. [ Just how many of these things are there? ] There are a total of 25 Small memories, 10 Lovely memories and 11 Valuable memories to collect. Note that memories are collected over the course of the storyline. Therefore, you will be finding them even at the very last areas of the game. [ Okay, I get it already. How do I use them? ] Using memories to boost Recollect is very simple. All you have to do is open up the main menu, choose "Items" and then use the respective memory as you would a Potion. This will bring up the stat distribution interface where you can allocate the points. Note that you CANNOT split an individual memory's point total. Each Small, Lovely and Valuable memory must go into one and only one of the five stats. In other words, a single Small memory cannot be used for +2 STR and +1 SPD. You would have to choose +3 STR or +3 SPD. Another aspect of the system is that Recollect is not instanced based on each character. In other words, putting points into Recollect will make that stat distribution mandatory for Sol, Sarah, Aigis and Dusk. You cannot create separate Recollect builds for each character. This is a double edged sword. You can't create a heavy melee build and a heavy caster build at the same time. However, you can create multiple heavy melee OR caster characters. [ Are the memories I use gone for good? ] Point allocations are not permanent. To reset your memories, all you have to do is board the airship during Chapter 4. Talk to Argy inside the cabin to have your spent memories returned to the inventory. Memory Locations ------------------ Chapter 2 --------- 1) [ Small ] Deist - Right by Abel's tombstone. 2) [ Small ] Dragonweed Gardens - In the center where the dragonweed was. 3) [ Small ] Dragon Valley - Where you briefly fought Barbara. 4) [ Lovely ] Highwind Tower - Very top before the boss fight. 5) [ Valuable ] Pirate Island - Bikke's room after boss fight. 6) [ Small ] Rusalka - In the sewer duct where Eduardo joins the party. 7) [ Small ] Forest of the Fey - Where the Vorteces attacked the child. Chapter 3 --------- 8) [ Lovely ] Ashmonte - Where Argy joins the party after a battle. 9) [ Small ] Ashmonte 2 - The spot where a wolf attacks Sarah. 10) [ Small ] Fabrica - Where the red flower is. 11) [ Small ] Fabrica 2 - Search the gnome doll in the western house. 12) [ Small ] Fabrica 3 - Check the bed in the inn where Sarah has a dream. 13) [ Small ] Anima Grove - The location of Conqueror's first victimized bird. 14) [ Lovely ] Anima Grove 2 - Where the Conqueror is fought. 15) [ Valuable ] Ship - After beating Vata. 16) [ Small ] Berth - The spot where you first meet the drunkard. 17) [ Small ] Mount Wells - Location of the battle with Vata. 18) [ Small ] Mount Wells 2 - All the way up top between opening and house. 19) [ Small ] Berth 2 - Inside the inn by the bed where Sarah is missing. 20) [ Lovely ] Mount Burtgang - Where Sarah has a flashback. 21) [ Lovely ] Castle Burtgang - Where Gawain joins the party. 22) [ Small ] Divine Forest - The very first area where Unicorn runs away. Chapter 4 --------- 23) [ Valuable ] Airship - Center spot north of Dr. Lugae. 24) [ Lovely ] Airship 2 - Inside the cabin. 25) [ Valuable ] Mysidia - Inside the big building before stairs up to Sophia. 26) [ Lovely ] Mysidia 2 - Same as above except the other side of the stairs. 27) [ Valuable ] Mysidia Cave - Where the giant crystal is. 28) [ Valuable ] Mysidia 3 - Outside big building after Massive Cavern. 29) [ Valuable ] Lufenia - After beating the Imperial Elites. 30) [ Valuable ] Crystal Temple - Right in front of you. 31) [ Small ] Castle Liene - Southeastern corner by the grass. 32) [ Lovely ] Liene - By the two rocks on the northwest side. 33) [ Small ] Harmonia - Western most pot. 34) [ Small ] Harmonia 2 - Northwestern corner. 35) [ Lovely ] Harmonia 3 - Northeastern corner. 36) [ Lovely ] Lux - In front of Diana's house. 37) [ Small ] Lux 2 - In front of Glaive's house. 38) [ Small ] Lux 3 - In front of Sol's house. The Void -------- 39) [ Small ] Castle Lux 2 - After optional cutscene at save point. 40) [ Small ] Castle Lux - Hidden room formerly used to sneak into castle. 41) [ Small ] Alfheim - After optional cutscene at save point. 42) [ Small ] Castle Burtgang - After optional cutscene at save point. 43) [ Small ] Castle Falgabard - After optional cutscene at save point. 44) [ Valuable ] The Dark Gate - Below the entrance to World of Nil. 45) [ Valuable ] World of Nil: Forest - After optional cutscene at save point. 46) [ Valuable ] World of Nil: Castle - After optional cutscene at save point. ============================================================================== -- B. Casino -- {+CSNO+} ============================================================================== [ What is the casino? ] The casino is located in Gardenia. It is accessible as soon as Nacht's party enters the city for the very first time. It remains open throughout the rest of the game. [ Woohoo! Do I spend my gil here to play? ] Gil is not directly used to play in the casino. A special currency known as the casino coin is used instead. [ How do I get casino coins?! ] These coins can be earned in three ways. The first is to convert gil directly into coins at a ratio of 20:1. Secondly, you can earn coins from the casino games. Finally, there are a very small number of coins lying around in pots and such throughout Gardenia. [ Do I have to use the casino? ] Players are technically never forced to actually use the casino at any point during the game. The only required task that involves the casino can actually be completed without ever using it. However, there are some unique rewards that can only be obtained through coin purchases. None of these are remotely necessary to complete the game. In fact, more than half of them are just for novelty purposes. Still, the option is there to earn them if you desire. The Exchange Lady ----------------- 1) One coin = 20 gil 2) Ten coins = 200 gil 3) 100 coins = 2,000 gil 4) 1,000 coins = 20,000 gil There is nothing higher than the 1,000 coins pack. Have fun converting the gil required for the Jukebox... The Prizes ---------- 1) X-Potion: 300 coins / 6,000 gil 2) White Dress: 500 coins / 10,000 gil 3) Dirty Magazine: 1,000 coins / 20,000 gil 4) Giant Fang: 2,000 coins / 40,000 gil 5) Damascus Ore: 2,000 coins / 40,000 gil 6) Chocobo Suit: 10,000 coins / 200,000 gil 7) Pink Tail: 50,000 coins / 1,000,000 gil 8) Queen's Whip: 100,000 coins / 2,000,000 gil ( Only available during Chapter 4) 9) Chocobo Doll: 1,500 coins / 30,000 gil 10) Moogle Doll: 1,500 coins / 30,000 gil 11) Cactuar Doll: 1,500 coins / 30,000 gil 12) Sol Doll: 3,000 coins / 60,000 gil 13) Aigis Doll: 3,000 coins / 60,000 gil 14) Dusk Doll: 3,000 coins / 60,000 gil 15) Sarah Doll: 3,000 coins / 60,000 gil 16) Nacht Doll: 3,000 coins / 60,000 gil 17) Alba Doll: 3,000 coins / 60,000 gil 18) Diana Doll: 3,000 coins / 60,000 gil 19) Glaive Doll: 3,000 coins / 60,000 gil 20) Jukebox: 150,000 coins / 3,000,000 gil The Games --------- 1) High & Low: -------------- Located right of the central stairs, first dealer. This is a pretty simple game. You place a 1 or 5 coin bet and then try to guess if your card is higher or lower than the dealer's. Each win is worth double what you wagered. You can also double down for awhile to rack up more coins or lose it all. 2) Mental Breakdown Dimensions: ------------------------------- Located right of the central stairs, second dealer. This is essentially a memorization game. The game consists of a 4 x 4 grid of face down cards. You need to match pairs until they are all flipped over. Wagers are 10 or 100 coins and you get 4 misses before losing. Note that you earn coins as you progress through the game. This is actually a pretty easy game to earn some coins, but it's hard to beat. There are also some twists to the game. Some of the pairs will produce an additional effect. These can be good and bad. Collecting Nacht, Diana, Alba and Glaive will grant the player an added allowable miss. Collecting Moogle will also grant the player an added allowable miss. Collecting the Four Generals will inflict a random negative effect. Collecting Dancer will prevent the negative effect from the Four Generals. Lastly, Treasure Chest pays out additional coins. 3) Slot Machines: ----------------- 1 coin slots are on the right. 10 coin slots are on the top left. 100 coin slots are on the bottom left. Pretty straightforward stuff here. You can only receive a payout by lining up a matching set of three. Frog is break even, Moogle is x5, Yellow Chocobo is x10, Black Chocobo is x30, Bar is x50 and 7 is x100. 4) Chocobo Grand Prix (only available during Chapter 4): --------------------- Located through the door. Talk to the guy behind the counter to place a bet on one of the four chocobos. You can look at the stats of the chocobos here as well. The numbers vary, but generally speaking, faster chocobos have lower coin multipliers and slower chocobos have higher coin multipliers. Bets are set at 100 coins per race. If you win, you can continue to bet to gain more profit. This whole game is basically just dumb luck to be honest. It's also really slow since you have to watch the chocobos run each time you bet. ============================================================================== -- C. Gypsy Chests -- {+GPCS+} ============================================================================== [ What are the gypsy chests? ] The gypsy chests are found after receiving the bubbly water in the Forest of the Fey. Simply leave the area and then return to see two chests placed in front of the man. [ Treasure rocks! Hold on... what's the catch? ] The chest on the left requires 100 gil to open and the one on the right costs 1000 gil to open. You can open each chest as many times as your fingers can tolerate tapping the screen. Each time you open either of the chests, you must pay the appropriate fee. [ Hmmm... what can I get out of these chests? ] The contents of the chests vary drammatically. Most of the time, you'll get some overpriced consumables. The other likely prize will be gil. Sometimes there will be half of the opening fee, an equivalent amount or double. [ That sounds pretty underwhelming. ] Rarely, you can receive exclusive items that can only be obtained from these chests. They can be pretty good if you pick them up during [ The Bard ], but will mostly be outdated by mid Chapter 3 or sooner. [ Whoa, cool! Is it worth the gil, though? ] The investment required isn't all that much. Then again, the rewards IMO are not really worth the gil unless you are a collector. However, there is a save point right outside. So you can just try a few times and then restart if you really want the rares without emptying your wallet. Common Items (will get most of the time) ------------ 1) Potions and Hi-Potions 2) Echo Grass, Eye Drops, Antidote, etc. 3) Tents 4) Half of the spent gil Uncommon Items (will get semi often, but less often than common stuff) -------------- 1) X-Potions 2) Ethers 3) Remedies 4) Cottages 5) Equivalent amount of spent gil 6) Double the spent gil Rare Items (will take several tries on average) ---------- 1) Golden Harp (1000 chest only) 2) Swift Shoes (1000 chest only) 3) Faerie Ring (1000 chest only) 4) White Cape (1000 chest only) 5) Star Pendant (1000 chest only) 6) Small Fang (1000 chest only) 7) Mini Dagger (100 chest only) The Golden Harp, Swift Shoes, Faerie Ring and Mini Dagger are exclusive to the gypsy chests. Everything else can be obtained elsewhere. ============================================================================== -- D. Coliseum -- {+CLSM+} ============================================================================== [ What is the coliseum? ] The coliseum is accessible during Chapter 4. You can actually visit it during [ The Memorist ], but it's not open at the time. It is located to the west of the northern entrance to the Kaklim Desert. [ What is the point of this place? ] The purpose of the coliseum is to test your skills in a series of battles without a chance to rest. The wager is 1000 gil and each round consists of three battles. However, don't worry about losing. You will only forfeit your 1000 gil should you be wiped out in battle. [ Oh, I see. Are the battles hard? ] Generally speaking, the battles shouldn't be a problem for a party that's level 70+. Having equipment from the World of Nil will make it even easier. IMO the only threatening foes in the coliseum are Invisibile, Eligor and the Orochi. However, everything else is relatively straightforward. Go all out on each fight as you will be fully restored after completing a round of battles. [ Why should I bother? ] Rewards can vary greatly. Most of the time you'll simply get 3000 gil and a pack of consumables. Another common prize will be one out of a few relatively useless accessories. The semi rare drops include some gear and accessories that can't be found elsewhere. The rarest rewards include the coveted colored tails. So, the coliseum can be worth the effort if you are looking to collect stuff like that. It's also worth mentioning that you do gain gil, EXP and AP from each fight. So the coliseum isn't a bad way to grind levels if you're looking to pick up some colored tails. Note that the composition of each fight doesn't seem to affect the prizes at all. Enemies ------- Battle 1 & Battle 2 Battle 3 ----------------------- -------- High Magus Vice Nue Ogre King Ipooh Orochi Invisible Ice Knight Djinn Flameknight Mirror Mage Zaghrem Satellite Penetrator Avarice Brummbar Gigantos Goblin Prince Eligor Prizes ------ Common Uncommon Rare ------ -------- ---- X-Potion Star Pendant Red Tail Phoenix Down Silver Spectacle Blue Tail Dry Ether Peace Ring Yellow Tail Remedy Athena's Mirror Gold Tail Shuriken White Cape Green Tail Happo Shuriken Drowsy Ring Grey Tail Chouchou Fuuga Shuriken Pink Tail Giant Fang Silver Tail Dueling Sword Dueling Suit Champion Belt Power Armlet Shell Bangle ============================================================================== -- E. Fang Guide -- {+FNGG+} ============================================================================== After rescuing the Gnome during Chapter 1, he makes some comments about fangs before scurrying off. Fangs are collectables that can be traded in for Fang Points (FP). FP can then be traded in for some rare accessories. Fangs come in a few different sizes. Small Fangs are worth 10 FP, Fangs are worth 20 FP, Large Fangs are 30 FP and Giant Fangs are 40 FP. They can be found in all sorts of places. The best way to farm fangs is to either kill enemies (Earth Raptors are a good choice) for them or compete in the coliseum for ages. The fang Gnome can be found in various places throughout the game. However, the most likely place to find him is the Moogle Cave in Chapter 4. Rewards ------- 1) Levelling Band = 300 FP 2) Expertise Band = 300 FP 3) Wealthy Band = 200 FP 4) Treasure Band = 200 FP 5) Reflect Bangle = 200 FP 6) Regen Bangle = 100 FP 7) Bauble Band = 100 FP 8) Protect Bangle = 50 FP 9) Shell Bangle = 50 FP ============================================================================== -- F. Tail Guide -- {+TALG+} ============================================================================== The tail system is conceptually similar to the fang system. However, tails are more about rare hunting whereas fangs are about quantity. The rewards for tail hand ins are also far more unique. There are 8 tails in total and each one unlocks an exclusive weapon that can't be obtained any other way. Many of these weapons have unique attributes that aren't found on anything else. Hunting for tails is no simple task. They are rare drops that come from very specific, semi hidden foes. The only other way to acquire tails is to compete in the coliseum. However, the rate of acquisition is about the same either way. The only tail that can be acquired via other means is the Pink Tail. This tail be obtained at the casino. Note that you can hunt for tails from a very early point in the game. However, most of the tail dropping monsters are very strong if you take them on at the earliest point you can find them. Thus, it may be wise to simply hold off until Chapter 4. The tail Gnome is always near the fang Gnome throughout the game. He will also be present in the Moogle Cave during Chapter 4. Tail Monsters ------------- 1) Chimera - Red Tail: Pre Chapter 4 - Cave to Deist Chapter 4 - Deist area 2) Aqua Rex - Blue Tail: Pre Chapter 4 - Underwater Temple Chapter 4 - Rusalka area 3) Great Avian - Yellow Tail: Pre Chapter 4 - Anima Grove Chapter 4 - Fabrica area 4) Gold Dragon - Gold Tail: Pre Chapter 4 - Castle Burtgang Chapter 4 - Burtgang area* 5) Torosaurus - Green Tail: Pre Chapter 4 - Mazewood Chapter 4 - Yggdrasil area 6) Gorging Bunny - Grey Tail: Pre Chapter 4 - West of Umberwood** Chapter 4 - Castle Falgabard area* 7) Flan Princess - Pink Tail: Pre Chapter 4 - Casino*** Chapter 4 - Island west of coliseum 8) Silver Dragon - Silver Tail: Pre Chapter 4 - Akame Valley Chapter 4 - Hagakure area *Found in the World of Dusk. **Grab the black chocobo and fly to the circular bit of land sticking out west of Umberwood. ***The Flan Princess cannot be found before Chapter 4. The island is first accessible during [ The Dancer ], but the Flan Princess will not be an encounter. Still, the Pink Tail can be obtained from the casino. Rewards ------- 1) Red Tail = Blood Lance 2) Blue Tail = Mermaid's Harp 3) Yellow Tail = Rocket Punch 4) Gold Tail = Ultima Blade 5) Green Tail = Auto Crossbow 6) Grey Tail = Valhalla 7) Pink Tail = Axel Dagger 8) Silver Tail = Yoto-Muramasa ============================================================================== -- G. Namingkupo -- {+NMKP+} ============================================================================== Do you like the names you chose for the main characters? Did you leave them as the default choices and get bored? Did you create some custom names and get sick of them? Well, you're in luck. This problem can be solved after you acquire the airship in Chapter 4. Fly over to Lufenia and head all the way to the very back of the town. There will be a moogle here that can change the names of Sol, Sarah, Aigis, Dusk, Nacht, Diana, Alba, Glaive and Argy. This service costs nothing and can be used as many times as you want. (I made up the name in respect to good old Namingway). ______________________________________________________________________________ {+BSGD+} --- XI. Boss Guide --- ______________________________________________________________________________ ============================================================================== -- A. Prologue Bosses -- {+PGBS+} ============================================================================== ....................................................................... / \ . . . < Boss Fight #01 > . . . . . . Manatoise . . . . HP: ~800 . . . . Attacks: Carapace, Fire, Thunder . . . . Weakness: Ice . . . . Difficulty: * . . . ........................................................................... . . . Well here we are with the first boss fight. Manatoise is a bit . . tougher than the stuff you've likely been Auto battling your way . . through thus far. However, it still isn't too bad. Think of this guy . . as a precursor for the real stuff later on. . . . . Anyway, Manatoise mainly attacks with its Carapace physical attack . . as well as some basic black magic. Manatoise really isn't that . . dangerous on its own. However, this boss has a nasty habit of counter . . attacking your physical attacks. For this reason, it's actually a . . good idea to have Sol and Glaive basically sit around defending or . . using Potions instead of attacking. They can't really do much to . . harm the boss anyway and will probably do more harm to the party by . . attempting to attack Manatoise. . . . . The best way to damage Manatoise is by ???'s Blizzara spell which . . should be doing around 200+ damage per cast. Manatoise will die after . . being hit by 4 casts. Diana should simply cast Cure spells alongside . . Aigis. You can cast Blizzard as well if you feel like it. That's all . . there is to this boss. No one should be dying to this boss as long . . as you keep the counters to a minimum. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #02 > . . . . . . Watchbeast . . . . HP: ~1,600 . . . . Attacks: Blaze, Soul Despair . . . . Weakness: Fire . . . . Difficulty: * . . . ........................................................................... . . . This boss is pretty much the same as Manatoise except that you can't . . technically win it. Have Elgo cast Fira every turn since the boss is . . weak to the fire element. Fira should be doing nearly 400 damage a . . cast. Diana can probably handle healing duty by herself so Aigis is . . free to cast his Fire spell. He may even learn the Magic Bomb fusion . . ability (more on these in section VI) which does slightly more damage. . . Watchbeast will use Soul Despair to bring everyone down to critical . . health once it has sustained around 1,600 points of damage and the . . battle will end. . . . . . \......................................................................./ ============================================================================== -- B. Chapter 1 Bosses -- {+C1BS+} ============================================================================== ....................................................................... / \ . . . < Boss Fight #03 > . . . . . . Watchbeast v.2 . . . . HP: ~2,200 . . . . Attacks: Right Arm, Roar, Blaze, Soul Despair "Double" . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... . . . Although this is the same boss that Sol's party fought, this fight is . . actually quite different. For one, there's no super powered Elgo to . . roast Watchbeast with Fira spells anymore. Watchbeast also has some . . additional attacks. Right Arm is similar to its normal physical attack . . but it hits a little bit harder. Roar is a single target attack that . . stuns its target. Stunned characters have their turn gauge completely . . reset even if they were in the middle of casting a spell. That can be . . pretty annoying if you happened to need a Cure. This version of the . . Watchbeast also attacks twice sometimes. . . . . The fight is a little bit harder since its longer and you have no crazy. . magic damage to throw at it. Have Sol and Sarah keep hitting it with . . their weapons while Alba casts Fire. Its weakness is the same so Alba's. . Fire spell is the best way to deal damage. Dusk should open with a Slow. . spell and then keep Curing. The watchbeast will use Soul Despair again . . just like it did against Sol's party. However, you actually need to . . keep fighting so don't stop! Quickly use a Potion on someone to avoid . . suffering a game over due to an untimely Blaze. After that have Dusk . . put out a Cure spell as quickly as possible. Continue as normal after . . that and the boss should go down. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #04 > . . . . . . Hell Minion & Butch . . . . HP: Hell Minion - ~1,500 . . Butch - ~2,300 . . . . Attacks: Hell Minion - Wag your tail!, Feeding time!, Haste, Berserk . . HP Restore, Critical, Swing . . Butch - Tail Wag, Feed, Roar . . . . Weakness: Hell Minion - None . . Butch - None . . . . Difficulty: * . . . ........................................................................... . . . Despite not having the boss fight music, I would consider this a boss . . fight so take it "seriously." The battle begins with the Hell Minion . . by himself. After whacking him a bit, he'll summon his pet... chimera . . Butch. Hell Minion spends his rounds commanding Butch while it's still . . alive. Wag your Tail! does about 80 damage to everyone, Feeding time! . . is a double attack that drains HP each time. Butch can also use Roar . . which will stun every member of your team. . . . . Neither boss is weak to anything and Butch has pretty high elemental . . resistance apparently. However, Elgo's -ra tier spells will still do . . around 150 damage or so. Other attacks that work well are Sylph, . . Strike and the f-ability Magic Bomb (I'd be surprised if you didn't . . learn this one by accident). You can also cast Slow on both enemies to . . bring their turns down to a crawl. Two people casting Sylph will . . likely be enough healing to the point where you don't need anyone just . . waiting around casting Cure. . . . . Hell Minion will get rather pissed off when Butch dies and cast Haste, . . Berserk and restore 500 HP. He will then be able to double attack and . . will regular use Critical and Swing. You can recast Slow on him to . . take him back down a notch. After that it's just a matter of finishing . . him off. This fight should be pretty easy if you use Summoners because . . Sylph is just so overpowered throughout most of Chapter 1. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #05 > . . . . . . Captain & Battlemage + Phalanx . . . . HP: ~2,100 . . . . Attacks: Axe, Takedown, Body Slam, Swing . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... . . . The Captain is the main target in this fight while the Battlemage and . . Phalanx aren't unique in any way compared to regular encounters. Take . . out the Battlemage and Phalanx quickly because they work together . . surprisingly well with the boss. The Battlemage loves to cast Toad on . . your party which will double the damage dealt to that target by the . . Captain. His single target attacks already cause 150 damage or so to . . the front row. You don't need that to become 300. This fight becomes . . much easier once the trash is taken care of. The Captain is still a . . strong adversary, but, he isn't really capable of killing anyone by . . himself even with his double actions per turn. . . . . The boss is highly resilient to physical attacks to the point where . . even a Strike will do <100 damage at most. Elgo's -ra tier spells are . . once again the best way to deal damage since they hit for 300+. Sylph . . is also a good option as is Magic Bomb. The only thing to watch out . . for at this point is Body Slam since it can cause confusion. Simply . . choose the attack command and tap an ally to target them. Confusion . . will be removed if the attack connects. Try to end this fight with . . a decent amount of HP because you're in for a surprise. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #06 > . . . . . . Baugauven . . . . HP: ???? . . . . Attacks: Fira, Firaga, Heat Wave, Final Backdraft . . . . Weakness: Ice . . . . Difficulty: * . . . ........................................................................... . . . As you can probably surmise, Baugauven is a complete pyromaniac. He . . will mainly attack with Fira and sometimes double up his physical . . attack. He can also cast Firaga on himself to restore HP. This fight . . is actually unwinnable. However, you need to survive for a bit until . . he decides to squash you. Just spam Sylph, Cure and Cura and you . . won't have any issues. The battle is over once he uses Heat Wave and . . then his signature attack, Final Backdraft. . . . . . \......................................................................./ ============================================================================== -- C. Chapter 2 Bosses -- {+C2BS+} ============================================================================== ....................................................................... / \ . . . < Boss Fight #07 > . . . . . . Lieutenant & Ensign x2 . . . . HP: ~2,600 . . . . Attacks: Axe, Critical, Body Slam, Swing . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... . . . This battle is virtually identical to boss fight #5 from Chapter 1 in . . terms of the enemy setup. The main difference is that the Ensigns have . . a bit more HP than the ones from the previous battle. The Lieutenant . . is virtually the same as the Captain in every regard with more HP. The . . boss has a nasty habit of hitting a target with Body Slam and then Axe . . or Critical. Since these attacks are considered abilities, they will . . not break the confusion status. Dispatch the Ensigns quickly so that . . they are unable to assist the Lieutenant in dealing fatal blows. Their . . Blizzara spells pack a whallop, so be ready for a quick Cura or Sylph . . at all times. . . . . The boss itself is somewhat resistant to physical attacks, but, Strike . . will do decent damage coming from a Warrior or Monk. Your recent spell . . upgrades will probably be the best source of damage you have at this . . point unless you're knowledgeable about f-abilities. Black Mages are . . going to start to shine for a while now that you have access to the . . -ra tier of spells. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #08 > . . . . . . Ramuh . . . . HP: ~7,200 . . . . Attacks: Thundara, Judgment Bolt, Sleep, Osmose, Thunderbolt . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... . . . Ramuh is the toughest boss that you've faced thus far. One reason why . . this fight is harder is the fact that Ramuh has a ton of HP compared . . to everything else thus far. Ramuh also has some vicious attacks up . . his sleeve. His physical attack deals about 150 damage to anyone in . . the front row and his Thundara will hit for around 250 or 125 if it is . . multi targetted. Ramuh's deadlier attacks include his signature spell, . . Judgment Bolt, and the incredibly powerful Thunderbolt. The former . . will fry the entire party for nearly 250 damage and the latter will . . almost surely outright kill anyone it strikes other than a Warrior or . . Monk. Ramuh can also rarely counter physical attacks with Sleep and he . . may cast Osmose a few times. . . . . My suggestion is to bring a Summoner for Sylph healing and have your . . new companion use her Healing Breath as much as possible. If you've . . got a Warrior, Monk or Thief then have them use Strike rather than . . standard attacks. Ramuh has a lot of HP and anything that deals more . . damage is ideal. You may want to field a Red Mage and a Black Mage or . . just 2 Black Mages for -ra spell spam. Each cast should be taking out . . 300 to 400 points of damage. The only downside is that mages have lower. . HP counts and are more susceptible to Thunderbolt. The Red Mage JLV 3 . . passive ability, HP +20%, is a good one to have for this fight. All in . . all, consider Ramuh a warm up for future Eidolon fights as he is the . . easiest of the bunch (except for maybe one other). . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #09 > . . . . . . Vata . . . . HP: ~9,300 . . . . Attacks: Howling Gale, Buffet, Tornado . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... . . . The fight starts off a bit easy as Vata will generally only use his . . physical attack at first. He often hits twice and his attacks usually . . hit the front row for 200 damage piece. Further into the battle, Vata . . will begin using Howling Gale and Buffet. Howling Gale deals roughly . . 300 damage and inflicts Sap on one ally. He can also follow this up . . with a physical attack. It is possible for a single character to take . . almost 600 points of damage from both hits. Buffet hits everyone in . . the party for around 200 damage and has a chance to cause Stun. This . . can either be not so bad or horrendous because it is possible for the . . entire party to get stunned at the same time. As usual, Vata can also . . follow up with a second attack after using Buffet. Vata also rarely . . uses Tornado which will bring one ally down to critical HP. This can . . lead to an unlucky death if the target happened to be sapped. . . . . This battle will be longer than the one with Ramuh since Vata has a . . noticeably higher amount of HP. Make sure to have multiple sources of . . healing so that the stuns don't cripple the party. Whatever attacks . . worked well on Ramuh will work against Vata. He has higher evasion . . than you may be used to so magic damage is generally better. The Ramuh . . summon you just acquired will probably deal the most damage. However, . . it consumes quite a bit of MP. This battle is more about keeping pace . . than trying to finish it quickly. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #10 > . . . . . . Green Keeper v.1 . . . . HP: . . . . Attacks: Swing, Thwack, Osmose, Natural Healing, Haste . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... . . . This fight starts off pretty simple. The Green Keeper won't do much . . besides hit you with a physical attack and maybe throw a Swing at the . . party. This boss has a regenerative ability called Natural Healing . . that restores about 150 HP every time the Green Keeper's turn comes . . around. Green Keeper also counters offensive spells used against him . . with Osmose. He doesn't always do it, but, more often than not he will . . use it. Honestly, you can cast Slow on him and his turns will come . . around so slowly that the regen will be easy to deal with and his hits . . will also be slow. . . . . However, the Green Keeper will cast haste on itself at about the half . . way point of the fight. To make things worse, the Green Keeper will . . counter any Slow spells used against it with another Haste. This makes . . the fight tougher by a good deal. The Green Keeper will now typically . . hit twice per turn and Swing will be upgraded slightly to Thwack. The . . worst part of it is that faster turns = more Natural Healing. The boss . . will be gaining HP back very fast at this point. It's imperative to . . keep up the pace or the battle will drag on too long. . . . . The Green Keeper is weak to Fire, thus it would be wise to burn it . . with ample amounts of Fira. Gramps can put out about 200 damage with . . the Man-Eater and Strike will probably be slightly higher than that. . . It would probably be a good idea to keep Protect on the party after . . the boss uses Haste as well. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #11 > . . . . . . Titan . . . . HP: ~8,700 . . . . Attacks: Bear Hug, Right Arm, Earthquake, Body Slam, Gaia's wrath . . . . Weakness: Wind . . . . Difficulty: ** . . . ........................................................................... . . . Titan loves to counter attack. He will counter anything you throw at . . him whether it be physical or magical and he'll do it often. Bear Hug . . does about 200 damage to the front row and adds sap. Right Arm is the . . equivalent of a standard attack. Earthquake will damage everyone for . . about 100 HP. He will sometimes use Body Slam as well to confuse your . . allies. Once he's worn down he will begin spamming his signature move . . Gaia's Wrath. This will do nearly 300 damage to every party member. . . . . The difficulty of this fight varies quite a bit. Titan basically eats . . physical attacks for breakfast. Conventional weapons will barely put a . . dent in the brute. Wind elemental weapons are about the only thing . . that will do something to him. Monks are out of luck because really . . their only option is Aurablast but it consumes a ton of MP that this . . job just does not have. This fight is easiest with a heavy mage setup. . . I suggest bringing 1 Red Mage, 1 White Mage and 2 Black Mages. The . . Red Mage's main tasks are to keep Slow up on Titan and Protect on the . . party. When both conditions are satisfied then cast -ra spells on . . Titan. The White Mage should be able to single handedly heal the party . . provided that Slow and Protect are always up. The Black Mages will be . . doing the brunt of the damage. Each -ra spell from a Black Mage should . . be doing over 400 points of damage. This fight will be considerably . . longer and potentially more hazardous without a heavy mage setup. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #12 > . . . . . . Green Keeper v.2 . . . . HP: . . . . Attacks: Swing, Thwack, Osmose, Natural Healing, Haste . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... The fight is essentially the same as the last one, the main difference is that this keeper has a much stronger Natural Healing. ....................................................................... / \ . . . < Boss Fight #13 > . . . . . . Green Keeper v.3 . . . . HP: . . . . Attacks: Swing, Thwack, Osmose, Natural Healing, Haste . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... It's the same deal here as the last two. However, this one has a crazy high Natural Healing. If you can't seem to beat this one, either level up some more or try using more Red or Black Mages. ....................................................................... / \ . . . < Boss Fight #14 > . . . . . . Asmodai . . . . HP: ~7,700 . . . . Attacks: Forsaken, Caustic Spittle, Cursed Miasma, Curse . . . . Weakness: Wind . . . . Difficulty: ** . . . ........................................................................... . . . Asmodai is one of those opponents that is not overly threatening in . . any direct kind of way. He mainly attacks with a variety of status . . effects that debilitate and erode the party. Forsaken damages the . . party's MP and can cause Confusion. Caustic Spittle deals about 100 . . damage, saps, slows and sometimes poisons the party. Cursed Miasma . . causes paralysis to the whole party but doesn't seem to work very . . often. He may also use Curse on a single target. Asmodai's physical . . attack is quite strong and can hit the entire party. . . . . Keep Asmodai slowed otherwise the rate of his attacks combined with . . the constant slow from Caustic Spittle will spell trouble. He is . . quite easy to damage and is really not strong to anything that you . . would have at this point (except Titan ironically). Strike and -ra . . spells should both be in the 300-400 damage range. This fight is . . mainly about dealing with status effects that you can't do much about . . at this point in the game. . . . . . \......................................................................./ ....................................................................... / \ . . . < Boss Fight #15 > . . . . . . Bikke . . . . HP: . . . . Attacks: Swing, Takedown, Call for Help . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... Bikke has a pretty powerful physical attack and he'll also make use of Swing to whack everyone. Start the fight off with a Slow and trade blows back and forth for awhile. Eventually, he will use Call for Help and 2 Pirates will spawn. He will keep doing this as they die so you can either concentrate on him with -ra spells or keep killing the Pirates off. If you're going to kill the Pirates then I suggest using Ramuh as that will make quick work of them. There's not much else to the fight. Keeping Bikke slowed is a good idea as his attacks can take a character down pretty quickly if he focuses on one ally. ....................................................................... / \ . . . < Boss Fight #16 > . . . . . . Weresoldier . . . . HP: . . . . Attacks: Smash to Bits, Thwack . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This guy's physical attack is basically as strong as Bikke's was. He also likes to counter with Smash to Bits which can be very random. I've seen it hit for 80 damage and then 500 so keep an eye out for it. Slow doesn't work so don't even bother casting it. Weresoldier's Thwack hits pretty hard and will do around 250-300 to each ally. He'll use it pretty often so keep up the Curas and/or Sylphs to heal the damage. The boss is pretty fast and you really can't do anything about it. Keep the healing up and make use of Bio as well as the Ramuh summon to take him down. You can finally buy Hi-Potions so make sure you put them to use. ....................................................................... / \ . . . < Boss Fight #17 > . . . . . . Shiva . . . . HP: . . . . Attacks: Blizzara, Silence, Diamond Dust . . . . Weakness: Fire . . . . Difficulty: ** . . . ........................................................................... Shiva will basically only use Blizzara for most of the fight. It will hurt an ally for about 500 or the entire party for around half that. Trade blows back and forth for a bit and Shiva will eventually use Blizzara on herself. This will heal her for around 500 HP and increase her magic power. Blizzara will do a bit more damage now. This can be pretty dangerous to anyone with a max HP count of less than 1000. Shiva will also seldomly cast Silence on someone. Watch out for Diamond Dust as it will do close to 600 damage to the entire party. Quickly heal that up or you can face some deaths. The best way to fight Shiva is by spamming Fira. It is the most cost efficient way to deal damage to her. The same setup used for Titan will pretty much be effective here as well. ....................................................................... / \ . . . < Boss Fight #18 > . . . . . . Styx . . . . HP: . . . . Attacks: Toad, Water, Discharge, Mini, Undine Cry . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... Styx mainly sticks to her Water spell which will do around 300 damage to the party or 600 to one member. She can also cast Toad as well which is more of an inconvenience than a threat. The same is true for her Mini spell as well Styx is weak to Lightning. However, there is a chance she will counter any Thunder spells or the Ramuh summon with Discharge. This is a multi target attack that causes Stun. This can be pretty dangerous at the wrong time so don't spam Thundara or Ramuh without caution. Styx's most dangerous attack is Undine Cry. This will inflict 500 damage to the party and cause Sap. Be ready to fill up with a Cura or Sylph afterwards. The best way to damage Styx would be through Lightning elemental weapons. A Warrior using the Coral Sword and strike should be doing nearly 1000 damage each attack. Additionally, Styx does not counter physical attacks. ....................................................................... / \ . . . < Boss Fight #19 > . . . . . . Hecatoncheir . . . . HP: . . . . Attacks: Curse Breath, Whack, Quake . . . . Weakness: Dark . . . . Difficulty: **** . . . ........................................................................... This boss is just plain nasty. Hecatoncheir is probably the hardest battle thus far. His standard attack does about 300 damage and he can strike 3 times if he so fancies. He can attack with Curse Breath which does about 200 to the party and randomly adds Curse. Get rid of that right away because it will kill your damage output. Hecatoncheir is fast and you can't Slow him down. The only thing he is weak to is Dark and you have nothing that can put out that element except for the Dark Sword you just found. However, you need to be Jobless to use it. Normal physical attacks and magic are both around the same strength in this fight. The boss will also use Quake from time to time for about 400 damage to the party. After dealing enough damage, the boss will regenerate just like the other garbage in this place. Attack him some more to trigger a more powerful regeneration. At this point the Dark Knight from Umbrawood will join the party. It's important to have him land the finishing blow to kill Hecatoncheir for good. Fortunately, his Darkness attack does heaps of damage. I actually suggest letting the rest of the party mainly do support while he deals damage. This fight is hard because it drags on for so long. Keep up the pace and you'll be okay. ....................................................................... / \ . . . < Boss Fight #20 > . . . . . . Dundoth & Bandit x3 . . . . HP: . . . . Attacks: Slice 'n Dice, Roundhouse, Eye Gouge, Whack, Thwack . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This may sound like a regular fight, but, Dundoth is surprisingly annoying. His Slice n' Dice skill does about 300 damage. Roundhouse will hit for about 350 and inflict Stun. The combined damage of all the foes can be surprisingly high so try to take out the Bandits quickly. Graham's Onyx Wave will take care of them nicely as long as you keep him from killing himself. Once the Bandits are down and Dundoth is the only one left, things get interesting. Dundoth will often counter any physical attacks with a Whack. This will do close to 500 damage and cause Confusion. It's a surprisingly effective way to drag the battle on if your team is primarily Warriors, Monks, Thieves and Rangers. Don't rush to get the kill on Dundoth unless you want to gamble the fact that he can confuse a lot of your party. This fight is nothing compared to the last boss, but, I still don't understand the lack of a proper boss song. ....................................................................... / \ . . . < Boss Fight #21 > . . . . . . Ifrit . . . . HP: . . . . Attacks: Whack, Fira, Heat Up, Hellfire, Thwack . . . . Weakness: Ice . . . . Difficulty: *** . . . ........................................................................... Ifrit's hits hurt quite a bit. His Whack can do up to 750 damage to someone in the front row and cause Confusion. Fira will do about 250 damage to the party. When he uses Heat Up get ready for something big. Hellfire will hurt the party for upto 650 damage. Cure that up ASAP and keep attacking. If you are using a Monk then put those Ice Knuckles to good use. Blizzara will be great as well. Ifrit can really spam his attacks quite fast. If he uses his Hellfire too often things can get messy. Try to use Ice based damage as much as possible because this is a fight that needs to be ended quickly. ....................................................................... / \ . . . < Boss Fight #22 > . . . . . . Baugauven . . . . HP: . . . . Attacks: Fira, Burning Slash, Heat Wave, Final Backdraft . . . . Weakness: Ice . . . . Difficulty: *** . . . ........................................................................... Baugauven puts out a considerable amount of damage and he's quick too. His standard attack does about 400 damage. Burning Slash will do around 600 and he can double it up. It's possible for a single target to take 1200 damage from this combo which will outright kill low level mages. Heat Wave does around 500 to the entire party. Fira will typically hit one person for about 300 damage. There's a chance he will use Fira as a counter everytime he takes damage. Focus on healing with 1 healer and have someone else who can help out after a Heat Wave. Baugauven is weak to Ice just like Ifrit so a Monk armed with the Ice Knuckles will be deadly. Blizzara is also great in this fight as well. This fight is actually unwinnable. However, unlike most of these kinds of battles, you actually have to damage Baugauven enough. This value is pretty similar to the boss fights you've had to win. Once you have, he will use Final Backdraft and end it. ============================================================================== -- D. Chapter 3 Bosses -- {+C3BS+} ============================================================================== ....................................................................... / \ . . . < Boss Fight #23 > . . . . . . Conqueror . . . . HP: . . . . Attacks: Thwack, Roar, Bite, Pox . . . . Weakness: Fire . . . . Difficulty: *** . . . ........................................................................... Conqueror makes use of the standard Thwack for about 300 damage to everyone in the front row. It can also use the multi targetting Roar to cause Stun. The boss can Bite a target for about 400 damage. It can also double up its physical attack for about 300 damage a hit. Conqueror will often counter physical attacks with a Bite that will cause Poison and Confusion. This poison is nasty and you might want to try and keep it off even though you'll have to deal with it often. Conqueror's most damaging move is Pox. This deals about 600 damage to everyone in the front row and has a chance to cause defense down. He will start to use this move quite often when he's lower on HP. Try your best to keep removing the defense down effect by casting Protect. Conqueror is weak to the Fire element so Fira will be a good way to go. Have Argy open with a War Cry if you have at least 2 fighters on your team. Then have her assist in healing after Pox. All in all this battle is pretty easy up until he starts using Pox. Then it's just a matter of keeping up with the healing. ....................................................................... / \ . . . < Boss Fight #24 > . . . . . . Vata . . . . HP: . . . . Attacks: Jump, Thunder Breath, Buffet, Lancet, Wild Dance . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... You've fought him before, but, not really against his Dragoon powers. He can inflict massive damage to a single character with Jump. It's possible to get one shotted by it if you're underlevelled. His physical attack can do about 400 damage and he can double it up. As before, Vata now absorbs Wind element attacks so leave the Spears, Bows and Pinwheel at home. Thunder Breath will do about 600 damage to the party. Vata's most fearsome attack is Buffet which will hit the 700 mark and cause Stun to the party. Lancet is probably going to be a relief for you as it does minor damage and drains a little MP. Wild Dance causes physical damage and hits random targets 5 times or so. Having a main healer and Argy on stand by for overuse of Thunder Breath and Buffet is a good idea. Vata has no weaknesses so just attack him with the usual Strikes, -ra spells, Shiva, etc. ....................................................................... / \ . . . < Boss Fight #25 > . . . . . . Argy-2 . . . . HP: . . . . Attacks: Blizzaga, Thundaga 500, Firaga, Omega Boost, Smash . . . . Weakness: None . . . . Difficulty: * . . . ........................................................................... Your first move should be to actually get Argy back off the ground via Raise or a Phoenix Down. Argy-2 primarily attacks with Blizzaga, Thundaga and Firaga which will hit a target for 1000 damage or the party for 500. Argy-2 will eventually use Omega Boost for a stat increase. It will seem to start using a more physically oriented regime at this point. Smash will do about 700 to a target. Argy-2 has no weaknesses so just fight it with the usual attacks. Overall this battle is rather easy because Argy-2 seems so slow. One healer should be able to keep everyone alive without much effort. ....................................................................... / \ . . . < Boss Fight #26 > . . . . . . Antlion . . . . HP: . . . . Attacks: Earthquake, Bite, Slime . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... The Antlion hits reasonably hard doing about 400 or so per attack. Earthquake can be dangerous as it does about 500 to the party. It sometimes counters using Slime which is more annoying than harmful. Bite does up to 700 damage to a party member. Despite how much damage this beast puts out, it has very little HP. The fight should be over pretty quickly if you just go all out with Strikes and -ra spells or summons. ....................................................................... / \ . . . < Boss Fight #27 > . . . . . . Base Captain & Storm Trooper + Base Guardian . . . . HP: . . . . Attacks: Swing, Axe, Takedown . . . . Weakness: None . . . . Difficulty: * . . . ........................................................................... Despite having he boss theme, this fight is barely any different than the one you just fought with Glaive and The Mask. Honestly, there really isn't any explanation needed for this fight. You even have an extra ally now to make things even easier. Auto battle through this and move on. ....................................................................... / \ . . . < Boss Fight #28 > . . . . . . Owner? & Weresoldier X x2 . . . . HP: . . . . Attacks: Silence, Sleep, Break, Bio . . . . Weakness: None . . . . Difficulty: * . . . ........................................................................... Owner? will spend most of his turns using various status spells. He will also rely on Bio for the brunt of his damage. Except about 800 to an ally and 400 to the party. Honestly, this battle may have had some sort of difficulty if it wasn't for the fact that you just got access to the new stores. End this fight the same way you ended the last one. ....................................................................... / \ . . . < Boss Fight #29 > . . . . . . Odin . . . . HP: . . . . Attacks: Slice n' Dice, Gungnir, Zantetsuken . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... Odin will begin the battle with a countdown starting at 5. One does not need to be a genius to figure out that something bad will happen at 0. Everytime Odin counts, he will attack with either a physical attack, Slice n' Dice or Gungnir. His attack does about 600 and Slice n' Dice will hit for 800 damage. However, Gungnir can hit someone in the front row for up to 1400 damage. Keep yourself healed after each of those attacks. Odin will perform Zantetsuken when the timer reaches 0. This will bring the party down to critical and also possibly kill some allies outright. You'll want to have Matoya on standby as the timer gets close to 0 so she can pull off a quick Cure Waltz. Otherwise you run the risk of domino effecting yourself into a game over. The timer is shortened to 3 instead of 5 after the second Zantetsuken. If anyone wants to tell me what happens after you eat more of those let me know. Odin is weak to Lightning so Thundara is a good way to go for killing this boss. He has pretty high defense and resistance so it'll take some time to kill him. This isn't a very tough fight since it's so structured and you know exactly what's going to happen next. ....................................................................... / \ . . . < Boss Fight #30 > . . . . . . Asmodai . . . . HP: . . . . Attacks: Return to Darkness, Dark, Earthquake, Curse, Upheaval . . . . Weakness: Wind . . . . Difficulty: **** . . . ........................................................................... Asmodai will use Return to Darkness right at the start of the battle and you won't be able to damage him for a bit. Use this time to set up buffs and keep your HP up. After Matoya uses Crystal Eye you can start smashing him. Asmodai will periodically use Return to Darkness throughout the fight. While in this state he will constantly spam Dark against the party. To make matters worse this will also place random debuffs on the party. You have to use Matoya's Third Eye in order to make him reappear each time. DO NOT have Matoya do any of her lengthy dances because you could end up being screwed. Only have her use the instant ones, but, even with those be careful. Other than that Asmodai can use Earthquake for about 900 damage to the party. He can also use Curse which will probably be a welcome sight when it happens. Asmodai's strongest attack is Upheaval which can reach up to 1400 damage to the entire party and even higher if you're inflicted with resistance down. You're definitely going to want a White Mage for Curaja since Matoya can't be relied upon all the time and Shell to make Asmodai's magic less ridiculous. Consider this possibly the hardest boss in the game thus far. ....................................................................... / \ . . . < Boss Fight #31 > . . . . . . Vata . . . . HP: . . . . Attacks: Jump, Thunder Breath, Howling Gale, Wild Dance, Buffet, . . Lancet . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... This fight can be difficult without 2 healers. Vata's Jump attack does insane damage for this point in the game. It's not uncommon for it to exceed 2000 on an ally. Thus, low level mages without HP +20% will likely be one shotted by it. Vata is also extremely fast and will probably be acting twice for every turn / turn and a half that average SPD jobs get. His other attacks do similar damage as they did the last time you fought him. However, the sheer speed of his turns, the crazy Jump damage and the fact that you don't have a 5th ally right now make this battle considerably harder. If that wasn't enough, Vata also seems to be slightly more evasive this time around. The only saving grace of this battle is that his HP seems a lot lower to compensate. However, that doesn't mean you should rush to victory. Take it slow and do your best to keep everyone alive. One death in this battle is likely going to cause a domino effect heading towards a game over unless you get lucky and he wastes time using Lancet or something. ....................................................................... / \ . . . < Boss Fight #32 > . . . . . . Styx . . . . HP: . . . . Attacks: Water, Waterga, Undine Cry, Mini, Toad, Temptation, . . Siren Song . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... As before Styx's main attacks are all magic based. So you really want to put up Shell ASAP. Alternatively, have Gawain's first action be his Mighty Guard to put up Protect and Shell. Haste your main healer as well so you won't have issues keeping up with Styx. Styx's weakness to Lightning elemental attacks hasn't changed. However, neither has her ability to counter Lightning magic with Discharge. Water will do around 500 to the party, Undine Cry will hit for almost double that and inflict sap. Styx will double cast Mini/Toad solely to harass you. She can also cast the multi target Temptation to cause Confusion to the party. This can easily be dealt with by summoning Unicorn. Overall, this should be a very easy battle compared to the previous one with Vata. As long as Shell and Haste are kept up Styx really isn't capable of killing a party member unless you let her. ....................................................................... / \ . . . < Boss Fight #33 > . . . . . . Leviathan . . . . HP: . . . . Attacks: Tidal Wave, Binding Attack, Waterga, Aqua Breath, Slow . . . . Weakness: Lightning . . . . Difficulty: **** . . . ........................................................................... You're treated to a healthy dose of Tidal Wave as soon as the battle begins. This will cause around 1600 damage to the party. I recommend having everyone spend some time tossing Hi or X-Potions around so your healer can get Haste up. Leviathan's physical attack does about 1000 damage to the front row and is often paired with the paralyzing Binding Attack. Waterga will strike an ally for about 1500. Aqua Breath hits the party for about 700. Leviathan also frequently counters physical attacks with Slow. He will use Tidal Wave at periodic intervals throughout the fight. It seems like these intervals get shorter as the fight goes on. This fight is about eating a lot of damage and healing through it as best as possible. It can be hard if your healer ends up getting paralyzed at a bad time. The one saving grace about this fight is that Leviathan is laughably easy to damage. Thundaga will come close to the 3000 mark and a Monk with Blast Knuckles can achieve 2000 with War Cry and Strike. This is one of those fights that you want to end fast and it can be done with enough Lightning damage. ....................................................................... / \ . . . < Boss Fight #34 > . . . . . . Tobikage x4 . . . . HP: . . . . Attacks: Wind Slash, Sweep, Blitz, Displacement, Flash . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This battle can either be really annoying or just slightly tedious. Only one of the 4 Tobikages is the real one at any given moment. Attacking the wrong one will kill the clone but incur a counter that deals about 300 damage to the party. If you kill too many clones without hitting the real Tobikage he will simple use Displacement and change positions. You can try using single target attacks to guess where he is. This is the annoying method as chances are good that you'll just never find him. Alternatively, you can use attacks that hit all 4 of them to kill every clone and leave Tobikage wide open for one attack before he uses Displacement. Naturally, you'll have to deal with taking 3 counters at once. As long as you use Curaja or Cure Waltz after a round of counters there's basically no way you can die. You just have to rinse and repeat until he's dead. ....................................................................... / \ . . . < Boss Fight #35 > . . . . . . Elder / Mind Parasite . . . . HP: . . . . Attacks: Flame, Flood, Blitz, Right Arm, Great Gale . . Thundaga, Blizzaga, Forsaken, Mind Blast, Soul Purge . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... The Elder's physical attack does about 1100 to the front row and he will most likely counter your physical attacks. His Ninjutsu will do about 700 to the party. That's about all he does until he puts his back to the wall. At this point his damage will rise a bit and his Ninjutsu damage will go up by about 30%. He can also use Great Gale which is essentially the Tornado spell that brings its target down to critical HP. After sustaining enough damage Elder will change tactics. He will start to use -aga tier nukes for about 800 to the party. These can also be chain casted on single targets for up to 1800 a shot. He will also use Forsaken which can confuse the party and drain MP at the same time. Physical attacks may get countered with Mind Blast which does minor damage but inflicts Sap and Paralyze. The most dangerous attack is Soul Purge which can exceed 1500 damage to the party. This phase of the fight should be dealt with quickly as it is dangerous to let the Elder get in too many attacks. Fortunately, the Ogrekiller and Asura are Human Killers and will tear the Elder apart in the hands of a Warrior / Dark Knight and Jinnai. ============================================================================== -- E. Chapter 4 Bosses -- {+C4BS+} ============================================================================== ....................................................................... / \ . . . < Boss Fight #36 > . . . . . . Vata . . . . HP: . . . . Attacks: Howling Gale, Holy Breath, Jump, Wild Dance . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... This battle is more or less exactly the same as the one from Mount Wells. The main difference is that you should be nearly 10 levels higher than you were back then. Thus this battle is relatively easy because you have more HP and higher SPD values so Vata doesn't seem as ridiculously fast. As long as you Haste your healer and use decent weapons like the Ogrekiller and Asura this battle should be over rather quickly. The only noteworthy addition to his arsenal is Holy Breath. This will hit for around 1200 to the party. ....................................................................... / \ . . . < Boss Fight #37 > . . . . . . Guardian . . . . HP: . . . . Attacks: Quake, Thwack, Headbutt, Roundhouse, Right Arm, Pox . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... The Guardian has a variety of attacks that all pretty much hurt. Quake will do about 1300 to the party. The Guardian's physical attack will hit the front row for nearly 1300 along with Headbutt, Roundhouse, etc. Thwack is a little lesser than Quake. Pox is especially dangerous to anyone in the front row who has poor defense. I've seen this attack do up to 2500 damage before. Despite its hulking appearance, the Guardian is rather fast and it's important to spend the first few turns getting the usual buffs up. Have The Mask put his White Magic to use by casting Protect and Shell while your main healer gets Haste up. The Guardian has solid defense but falls fairly easily to magic. The Mask's Flare spell should be doing over 4000 to it and an -aga from a Black Mage should do around half that. ....................................................................... / \ . . . < Boss Fight #38 > . . . . . . Protector . . . . HP: . . . . Attacks: Thwack, Roar, Holy, Holy Breath, Soul Despair . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... The Protector typically doubles up a few of its attacks. It can use a physical attack coupled with Thwack as well as Roar. Holy is very powerful and can one shot a low level mage. Holy Breath deals about 1300 damage to the party. It also makes use of Soul Despair which brings the party to critical HP. This fight shouldn't be that hard to beat. The usual Protect/Shell and Haste the healer routine will make the Protector unable to inflict any killing blows. Note that it is strong against Holy so if you're using a Paladin switch out the Holy Swords for the Sledgehammer or something else. The newly acquired Comet spell should be pretty strong if you use a Black Mage. ....................................................................... / \ . . . < Boss Fight #39 > . . . . . . Diabolos . . . . HP: . . . . Attacks: Dark, Mind Blast, Evil Messenger, Comet, Binding Attack, . . Dark Breath . . . . Weakness: Holy . . . . Difficulty: *** . . . ........................................................................... Diabolos has some very strong magic attacks. Dark will hit the party in the neighborhood of 1000 damage but this seems to be his least used attack. Comet can hit up to 2500 damage on allies with low resistance. Evil Messenger will hit for around 1600 to the party and Dark Breath is around the same or a bit higher. The worst part of this fight is that Diabolos frequently counters any attack with the paralyzing Mind Blast. If you simply try and Auto fight your way through this you'll likely be left with an entirely paralyzed team other than your healer. Haste your healer right away and have The Mask get Shell up ASAP because you don't want to be taking Diabolos' magic attacks full force. The boss is weak to the Holy element but this is the wrong team for that style of attack. Comet and Flare are your best bets for hurting Diabolos although most attacks in general work well enough. Diabolos will probably keep your main healer pretty busy. Someone else will probably have to use Remedies for the paralysis or The Mask can cast Basuna. ....................................................................... / \ . . . < Boss Fight #40 > . . . . . . Alexander . . . . HP: . . . . Attacks: Divine Shot, Body Slam, Shell, Protect, Dispelga, . . Divine Wrath, Holy . . . . Weakness: Dark . . . . Difficulty: **** . . . ........................................................................... This is a surprisingly challenging fight despite the fact that you can fight him quite a bit earlier than this point. Alexander will act twice on almost every turn regardless of his action. However, you'll never see something like a double Divine Wrath because that would be absurd. Divine Shot is his most common magic attack dealing 1000 or so to the party. He is rather fond of Body Slam so you may want to invest in protection against Confusion. The stronger attacks are Holy and the aforementioned Divine Wrath. Holy will strike for about 2500 to a single target. Divine Wrath can hit up to 2200 damage on the party. You have to be ready to heal up after that or another Holy or Divine Shot will cause trouble. Alexander has the horribly annoying tendency to counter offensive magic with Shell and physical attacks with Protect. He does this about 50% of the time so trying to cast Dispel will probably be more trouble than it's worth. Alexander will also frequently cast Dispelga to strip any buffs you've applied. Don't even bother with them because it'll just be an up hill battle. This is one of the few bosses that is weak to the Dark element so bring the Dark Swords. Leave the Holy elemental weapons at home as they will not help at all. Flare, Double Attack, Spreadshot, Diabolos and higher tier f-abilities are all the way to go. ....................................................................... / \ . . . < Boss Fight #41 > . . . . . . Asmodai . . . . HP: . . . . Attacks: Quake, Forsaken, Cursed Miasma, Dark, Comet, Sickly Miasma, . . Upheaval, Takedown . . . . Weakness: Wind . . . . Difficulty: *** . . . ........................................................................... This version of Asmodai is a bit different than the last one. He has a much wider array of status inflicting spells. In exchange, his individual magic spells aren't as threatening as they were last time. However, Asmodai gets two turns regularly and can even act three times on occasion. He also has a nasty habit of countering any attack against him with Comet. Although, this doesn't happen frequently. Asmodai is still weak to Wind but again it's not exactly the most exploitable element. Unlike the last fight you can feel free to buff as Asmodai can't dispel anything. ....................................................................... / \ . . . < Boss Fight #42 > . . . . . . Styx . . . . HP: . . . . Attacks: Waterga, Temptation, Tidal Wave, Siren Song, Lorelei's Tears . . . . Weakness: Lightning . . . . Difficulty: ** . . . ........................................................................... Styx is almost exactly the same as she was during Chapter 3. Even without buffs her attacks don't seem to do much. Consider it rare to see anything other than Tidal Wave break 1500 damage. As long as you can get rid of the status effects she uses there really shouldn't be any trouble in this fight. Styx can act twice per turn but rarely does for some reason. As usual, her weakness is easily exploitable and I'd be surprised if you had more than one water attack for her to absorb. ....................................................................... / \ . . . < Boss Fight #43 > . . . . . . Baugauven . . . . HP: . . . . Attacks: Pox, Firaga, Roar, Heat Wave, Final Backdraft, Rage, Rend . . . . Weakness: Ice . . . . Difficulty: *** . . . ........................................................................... This is the first time in the game that you actually get a proper battle to smash Baugauven's face in. He is all about direct damage and will not induce many status effects directly. Pox will deal about 1500 damage and randomly inflict various debuffs. Firaga does about the same to a single target or half to the party. Baugauven will often counter any attacks thrown at him with a Firaga. Roar is a multi target Stun that you should be annoyingly familiar with by now. Heat Wave is essentially a stronger version of Firaga against the party. His most threatening attack is Final Backdraft which can reach up to a whopping 4000 damage. It goes without saying that this will flat out kill most mages. Baugauven is still weak to the exploitable Ice element which you may do. Buff, heal and attack to bring Baugauven down as this fight is all about the damage. ....................................................................... / \ . . . < Boss Fight #44 > . . . . . . Cocytus . . . . HP: . . . . Attacks: Shellshock, Blizzaga, Benumb, Slap, Roundhouse, Glacial Dance . . Arctic Reverb . . . . Weakness: Fire . . . . Difficulty: *** . . . ........................................................................... Cocytus is pretty deadly because of her multi targetting spells. Blizzaga is the weakest spell in her arsenal dealing about 800 or so to the party and double that to a single target. Benumb can nearly hit for 3000 on a single target and has the added effect of temporarily stopping that ally for a bit. Glacial Dance will hit for nearly 2000 on the party and inflict Sap. Arctic Reverb will do about 2500 to the party or more. Cocytus can act twice on her turns when she uses her weaker attacks and sometimes three times. She has the ability to cast Shellshock which will remove Shell and give resistance down. This is very bad if an Arctic Reverb follows. You'll want 2 healers for this fight in case one dies or gets hit with a Benumb at a bad time. Haste them both and keep Shell up even if you have to reapply it. Fire works well here as do higher tier attacks such as Flare, Double Attack, Spreadshot, etc. there aren't any tricks to this fight, it's just a matter of dealing with all of the damage and keeping Shell up. ....................................................................... / \ . . . < Boss Fight #45 > . . . . . . Shango . . . . HP: . . . . Attacks: Thundaga, Sweep, Divine Storm, Voltage Cross, Slice n' Dice . . Takedown . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... Shango is pretty mean. His physical attack alone can reach up to 2000 and he can double it up and even triple it rarely. Thundaga is his basic magic spell and probably the least threatening of his attacks. Divine Storm can reach up to 2500 on the party. Voltage Cross does about the same but only hits 1 ally. However, it is possible for Shango to target a single character with a basic attack and Voltage Cross on a single turn. Other than that he has different varieties of the normal attack. Shango has no weaknesses to exploit so stick to the high tiered attacks as usual. Buffs should be kept up to reduce the damage from Divine Storm and Voltage Cross. There are virtually no status conditions to worry about for a change. ....................................................................... / \ . . . < Boss Fight #46 > . . . . . . Imperio / Gehenna . . . . HP: . . . . Attacks: Takedown, Shellshock, Divine Shot, Right Arm, Flare . . Comet, Blindga, Sweep, Soul Purge, Dark Star . . . . Weakness: Dark / Holy . . . . Difficulty: **** . . . ........................................................................... This fight is just annoying on many levels. Imperio always acts twice. When he casts magic he will use his first turn to Shellshock your party. That makes his Divine Shot do substantial damage. This can also lead to eating a Flare with resistance down which is very bad. You can try and keep Shell up in between to avoid the Flare damage but there is nothing you can do about Divine Shot. Dark Swords work very well on Imperio and so does the Diabolos summon. Try and at least keep your main healer Hasted throughout this fight. Gehenna will take over after Imperio has sustained enough damage. The problem is that Gehenna will launch an attack right away which can be bad if you were still recovering from an Imperio attack. Gehenna frequently counters anything against him with Comet. He'll also persistently use Blindga followed by Sweep. He can also cast Soul Purge which does medium damage to the party. Watch out for Dark Star as it does up to 2000 damage with Shell on. Anyone who happens to still be shellshocked is looking at a possible one shot from that attack. Gehenna is the exact opposite of Imperio so stop using Dark element attacks. Switch to Holy Swords, Holy, Alexander, etc. and finish him off. ....................................................................... / \ . . . < Boss Fight #47 > . . . . . . Sworddancer . . . . HP: . . . . Attacks: Deathly Dance, Drain Samba, Pox, Temptation, Saber Dance . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... The Sworddancer will immediately inflict Doom on the party. You have a 10 count timer to end the battle or lose. This battle can be won by simply putting out a very large amount of damage. However, you can also try and get by an alternative method. Kill off your members one by one and revive them. This will eliminate the timer. You'll probably only have time to kill and raise about 3 members but get the rest up after the timer expires. You now have some buffer to put up Protect, War Cry and Haste to increase your damage output while reducing the amount you need to heal. Unfortunately, the boss will put the Doom timer back on. However, if you were fast enough in doing this whole thing you WILL gain some extra time that can help you put an end to the boss. She doesn't have a whole lot of HP so just go all out even if someone dies in the process. ....................................................................... / \ . . . < Boss Fight #47 > . . . . . . Despair . . . . HP: . . . . Attacks: Caustic Spittle, Quake . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... After the likes of Imperio and the Sworddancer this is a walk in the park. Despair mainly just smacks you around with its piddly physical attack which probably won't break 1500 anytime soon. Other than that it uses Caustic Spittle to poison and slow the party. This is more of an inconvenience than anything else. It also uses Quake but the damage will barely break 1300. This boss has a lot of HP for some reason. Keep smashing it until it dies. ....................................................................... / \ . . . < Boss Fight #48 > . . . . . . Suffering . . . . HP: . . . . Attacks: Aero, Tornado, Enaero, Blaster . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... Suffering is actually a decent challenge. It mainly uses Aero for offensive purposes. This spell can deal upto 3000 damage to a single target and half that to the party. It also makes use of Tornado. At a certain point into the battle Suffering will use Enaero. This will greatly boost the strength of its Aero spell. At this point low level mages are looking at being one shot by the spell if its single target. Suffering can also use Blaster for instant death. Make sure to keep Shell up at all times once Enaero is in effect. The boss is also a bit evasive towards physical attacks so magic is a better way to go here. ....................................................................... / \ . . . < Boss Fight #49 > . . . . . . Anguish . . . . HP: . . . . Attacks: Bite, Claw, Tail, Dark Breath . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... This one is around the same level as Suffering. It has various reiterations of the physical attack. Bite causes poison and confusion and Tail attacks the party for about 1500. Dark Breath is dangerous as it can hit upto 2500 on the party. Anguish will often counter with Claw which can add up to a lot of HP lost. Anguish is also quite fast so you may need to have your main healer in Haste mode just to keep up. ....................................................................... / \ . . . < Boss Fight #50 > . . . . . . Misery . . . . HP: . . . . Attacks: Bite, Roar, Pox . . . . Weakness: None . . . . Difficulty: ** . . . ........................................................................... Misery is about on par with Despair in terms of toughness. It will mainly use Bite and Roar throughout the fight. It will pretty much only start using Pox when it's about to die. Pox does hurt but by the time Misery actually hits you with it you might kill it off in the next attack. The usual buff routine will work well here although you don't need Shell. ....................................................................... / \ . . . < Boss Fight #51 > . . . . . . Nil Vata . . . . HP: . . . . Attacks: Gravity, Flare, Wild Dance, Buffet, Jump . . . . Weakness: None . . . . Difficulty: *** . . . ........................................................................... There will be a lot of talking initially as the boss periodically changes colors. This would have been a challenging battle but it was executed pretty poorly. The boss takes a very long time to "come together" full swing and you are really in no danger until it does. It will mainly just use Gravity for awhile until the full transformation occurs. This is actually enough time to completely take out all of the boss' HP. However, it will not actually die until it is dealt the last attack after the complete transformation. If you don't manage to kill it that quickly its attacks are quite strong after the full transformation. Jump will deal over 4000 damage and Buffet can nearly hit the entire party for 3000 and inflict Stun. Wild Dance is probably the least threatening attack. ....................................................................... / \ . . . < Boss Fight #52 > . . . . . . Bahamut . . . . HP: . . . . Attacks: Mega Flare, Devil Claw, Tri-Breath, Claw, Rend . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Bahamut will begin with the traditional countdown. When it hits 0 you will eat Mega Flare. You'll want to try and get some buffs up in the brief moments that you have and possibly que up a healing spell. Unprotected, this attack will likely come close to hitting some members of the party for 4000 damage. After this Bahamut will primarily attack using Tri-Breath which will hit for about 2000 to the party. He counters most attacks with Devil Claw which is a complete pain. Not only does this strip all buffs but it also adds a random debuff. This can put resistance down on characters which makes the next Mega Flare essentially instant death. Bahamut will attack during subsequent countdown phases. Fielding 2 healers for this fight is going to be important so that one can heal and one can keep buffs up. ....................................................................... / \ . . . < Boss Fight #53 > . . . . . . "Spoiler" . . . . HP: . . . . Attacks: Comet, Slice n' Dice, Meteor, Holy, Slow, Flare . . Pandora's Box, Neutrino, Ultima, Freezing Slash, Axion . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Mentioning who this is would just be wrong so I'm not going to. Spoiler has access to most of the high end magic spells. Comet will hit for upto 3000 on a single target. Holy will do about the same or slightly more. Meteor will do spread damage for a total of about 4500. Flare will hit a single target for around 4000. Spoiler frequently acts twice but tends to pair up Comet with a physical attack when he does. He also regularly counters physical damage by casting Slow on the attacker. This isn't necessarily terrible, but it is kind of annoying. You can utilize the Hermes' Sandals on one fighter to completely prevent this problem for that character. After sustaining enough damage, the boss will transform and begin using Pandora's Box. Several attacks will be added to his arsenal. Neutrino deals upto 2500 damage to the party. He will also make use of the fearsome Ultima spell which can hit close to 4000 damage on the party. Axion will do slightly less than Neutrino but randomly inflict temporary Stop on party members. You really want to keep Shell up throughout this fight because Spoiler's magic hurts. Protect is pretty unnecessary as anything physical in this fight is pretty much a joke. Spoiler isn't weak to anything in particular nor does he absorb anything. By now you should have a plan of attack that you've been regularly following. Flare, Bahamut, Ivory and Ebony Slash, Double Attack, Spreadshot, etc. are the way to go. ....................................................................... / \ . . . < Boss Fight #54 > . . . . . . "Final Boss" . . . . HP: . . . . Attacks: Grand Wall, Eclipse, Gravity, Dark Flow, Black Hole, Meteor . . Flare, Pandora's Box, Axion, 10000 G's, Big Bang . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... This is it, the last challenge (for now anyway). The Final Boss will start out using Grand Wall which is a 3000 damage physical attack. It will also use Eclipse to deal about 1000 damage to the party and randomly add Curse. It can also counter with Gravity. Spend some time putting up the usual buffs and then tear into this thing. After you deal a bit of damage the boss will shape shift and cast Dark Flow. This will remove all of your HP and MP, but a cool little scene will play and you'll be fully restored. Your buffs and stuff will still be up hence why I suggested putting them up beforehand. Unfortunately, it's likely they will be removed by Black Hole at some point. You can reapply them all or pick and choose. I strongly suggest reapplying Shell everytime otherwise you're going to have a rough time. You may also want to keep your main healer Hasted. The final boss routinely shape shifts between three forms. The original one that you battled before, the "dark" form that you are seeing now and the "light" form that will come later. Each form specializes in different things. The original mainly uses physical attacks and non elemental attacks. The dark form will remove buffs, cast high level black magic and also use Dark element attacks. The light form will keep buffing, restoring and using Holy element attacks. Naturally these two light and dark forms aare also strong against their respective elements. The boss can also use 10000 G's which will reduce the entire party to single digit HP. If you're caught off guard by this you could lose the fight. Last on the plate is the almighty Big Bang. This attack can hit the party for upto 4500 damage and will inflict Sap. Expect the boss to use this often towards the end of the battle. This fight isn't terribly difficult if you fight it in the high 60's to low 70's, but it's likely to be the longest battle in the game thus far. Make use of Dry Ethers and Elixirs as much as you need to as there is no point in hanging onto them any longer. Argy is a great way to heal as it will also partially counter the annoying Black Hole. ============================================================================== -- F. Postgame Bosses -- {+PSBS+} ============================================================================== ....................................................................... / \ . . . < Boss Fight #55 > . . . . . . Adamantoise . . . . HP: . . . . Attacks: Carapace, Bite, Roar, Brain Crush, Temblor . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Adamantoise relies primarily on physical attacks that induce status effects such as Poison, Confuse and Berserk. Definitely have at least a Chouchou on your main healer or things can get ugly. Adamantoise almost always attacks twice in a single turn. Its most powerful attack is Temblor. This can do very high damage to the party. It can also randomly inflict Stun. Adamantoise will frequently counter physical attacks with Bite and magic attacks with Brain Crush. Fighting Adamantoise involves a little luck. If it frequently targets one character with two attacks, then there is a high chance that they can die. However, if the damage is always spread, then Adamantoise isn't all that threatening. Temblor is the main attack to watch out for. A max level Temblor is easily going to cause deaths to low HP characters. The added Stun effect may end up messing with your recovery efforts. One notable issue with Adamantoise is that it has very high HP. Its defense is also very high at max level which can be an issue for standard attacks and abilities. Be prepared to use many Dry Ethers and Elixirs to keep your offensive characters able to cast their expensive f-abilities. ....................................................................... / \ . . . < Boss Fight #56 > . . . . . . Omega Weapon . . . . HP: . . . . Attacks: Light Pillar, Ultima, Holy, Meteor, Soul Despair, . . Terra Break . . . . Weakness: None . . . . Difficulty: ***** . . . ........................................................................... Omega Weapon primarily relies on magic damage. What makes Omega Weapon quite tough as it gains levels is its ability to inflict one shots. Light Pillar is essentially a guaranteed death. Holy can nearly reach the same level of power at max level. Meteor is usually a welcome sight when the damage is spread amongst the party, although it can devastate a single target. Ironically, Soul Despair actually becomes weaker as Omega Weapon levels up. This is because it can never actually kill anyone. The attacks to look out for are Ultima and Terra Break. Ultima eventually becomes very difficult for low HP characters to survive against. Terra Break is basically the same story. However, its mileage can vary since it hits its targets randomly. Thus, many of the hits can actually be wasted on trying to overkill a target. Battling Omega Weapon is all about being able to stay alive while having someone continually deal damage to it. This can be hard if you favor low HP characters. Make use of party wide reviving abilities followed by full restores to keep the party in fighting shape. This is important to maintain even if they will simply die again in another minute. The last thing you need is to have someone die to a single Meteor hit because they were low on HP. ....................................................................... / \ . . . < Boss Fight #57 > . . . . . . Gigantaur . . . . HP: . . . . Attacks: 1000 Needles, 10000 Needles, Knockdown . . . . Weakness: None . . . . Difficulty: **** . . . ........................................................................... Gigantaur has very few attacks in its arsenal. In fact, you probably won't see anything other than 1000 Needles and MAYBE Knockdown until it levels up to 3. Gigantaur's 1000 Needles is unique because it can be spammed randomly a number of times. This number will continually increase as its level rises to the point where it can deal a few thousand points of damage to the entire party. It will also randomly inflict Stun on one of the wounded party members. Gigantaur frequently counters attacks of any kind by using 1000 Needles. However, the counter will always hit once. Gigantaur can also make use of 10000 Needles, but it is rarely used even at high levels. Knockdown is a powerful multi target physical attack. The damage can be mitigated by casting Protect and being in the back row. Gigantaur at max level can easily wipe out the party with this attack if proper defenses are not in order. Make sure to have a way to quickly revive fallen allies after Knockdown. It is possible for Gigantaur to use it twice in a row. This will be a guaranteed wipe if you haven't recovered from the last one. Trying to deal damage to Gigantaur can be a challenge. Its physical and magic evasion become quite high at max level. Make use of high tier f-abilities as they are always 100% accurate. Gigantaur has significantly less HP than Adamantoise and Omega Weapon. ______________________________________________________________________________ {+FRQU+} --- XII. FAQs --- ______________________________________________________________________________ FAQ stands for Frequently Asked Question (you'd be surprised how many people don't actually know that). This section will encompass some of the many topics that have been discussed on the FFD message board. ============================================================================== -- A. General -- {+GEAL+} ============================================================================== 1) Q: How do I change my jobs during the Prologue? A: The job system cannot be utilized until Chapter 1. It will be very obvious when this happens. 2) Q: Is JLV 3 as high as it goes? A: No. Going past JLV 3 on any job requires spending JP. One JP unlocks one additional level, up to a maximum of 20. 3) Q: How do I acquire JP? A: JP are primarily acquired throughout the storyline. There is also another main source of JP late in the game. 4) Q: Does the Jobless job gain stat bonuses from mastering other jobs? A: No, Jobless is not identical to FFV's Freelancer. Q: Are you sure? A: Yes. Q: Positive? A: Yep. 5) Q: Does the Jobless job gain innate perks from mastering other jobs? A: If a character maxes out EVERY job, their Jobless job will receive two additional ability slots. This needs to be done on each character individually. 6) Q: Can I make Nacht a Bard, Alba a Dragoon and Sol a Dark Knight? A: Nope. Dragoon, Bard, Memorist, Paladin and Seer are only available to the Light side. Similarly, Ranger, Dark Knight, Dancer, Ninja and Magus are only available to the Dark side. This will never change even by the very end of the game. 7) Q: How do I learn new magic? A: Magic is bought in shops throughout the game. Typically, a new level of magic is unlocked in each tale. 8) Q: How come my Summoner only has Sylph?! A: New summons must be found by completing Eidolon lairs. This may involve besting the Eidolon in combat or completing some other objective. Each tale has one summon to acquire. All Eidolon lairs are optional. There are a few summons that require other conditions to acquire. 9) Q: How do I learn f-abilities? A: F-abilities are randomly learned during battle. A character must have the two required commands equipped in order to learn it. Either one can be used in order to learn the f-ability. 10) Q: How do I defeat "x" boss? A: Most of the time, the solution is to simply use a second healer. Many bosses in FFD put out high amounts of damage at a fast rate. Thus, it is often necessary to sacrifice offense for additional support. This enables one healer to put up buffs while the other heals the party. Proper usage of f-abilities can remove this necessity. Gaining more levels is another straightforward way to conquer a boss. 11) Q: How do I find memories? A: Memories are scattered throughout the game and must be collected. They are always found in spots where there was a cutscene of some sort. A Memorist must be present in the party in order to pick them up. For more info: {+MMRY+} 12) Q: How do I use memories? A: They are used from the "Item" menu just like any other consumable. ============================================================================== -- B. Walkthrough -- {+WLTH+} ============================================================================== 1) Q: What do I do in the last room of Castle Liene? A: Gather water from the pot that is only accessible from immediately going left upon entering the room. Then use the water on the flowers sitting on the desk. 2) Q: What do I do after reaching Deist? A: Talk to a few NPCs in order to unlock an event in Dragonweed Gardens. For more info: {+2DST+} 3) Q: How do I open the door on the first floor of Highwind Tower? A: Hit the first switch and enter the unlocked room. Travel through a hidden passage in the northeastern corner of that small room. This will lead to another switch that opens the main door. 4) Q: How do I get through Mazewood? A: There are two puzzles in this dungeon. For more info: {+2MZW+} 5) Q: How do I get past the middle layer of Yggdrasil? A: Look for a chain switch hanging on a wall. For more info: {+2YDR+} 6) Q: How do I get those chests blocked by ice in Glacial Cave? A: Defeat Shiva first and then backtrack through the cave. Don't miss the hidden chest through the waterfall near the Prism Rod. 7) Q: I don't see an Eidolon lair in [ The Dark Knight ]. A: Unlock the black chocobo near Mount Gulg and fly south to the shoals. Follow them to reach the Cave of Perfervidity. 8) Q: I don't see an Eidolon lair in [ The Memorist ]. A: Unlock the black chocobo near Fabrica and fly over the shoals to the east. Travel to a forest clearing to enter Anima Grove. 9) Q: Where do I find the required items for the people of the slums? A: Kaklim Desert and Gardenia city. For more info: {+3GRS+} 10) Q: I climbed Mount Wells, but nothing happens at the top! A: Unfortunately, you didn't talk to the drunkard back at Berth. You have to go back to Berth, talk to him, and then climb Mount Wells again. 11) Q: What do I do after opening the locked gate in Castle Burtgang? A: The next room will have two more switches on the left and right sides. 12) Q: How do I avoid falling to the previous floor in the Tower of Trials? A: Every tile that is cracked on the previous floor will cause you to fall down on the next floor. For more info: {+3TTR+} 13) Q: How do I enter Rosetta Tower? A: Go downstairs in Lufenia and talk to Dr. Unne. 14) Q: How do I advance past the Barrier Grove? A: Learn Lufenian from Dr. Unne and then talk to the Lufenian Oracle. 15) Q: How do I get the last jewel in the Lufenian Ruins. A: Look for discolored hidden passages. For more info: {+4LFR+} 16) Q: Where do I find all of the Dark Matter? A: Each of the following locations contains one piece of Dark Matter. They are: Fabrica, Yggdrasil, Rusalka, Castle Falgabard, Gardenia Slums Ruins, Burtgang and Hagakure. 17) Q: How do I reach the last chest in the ice lair within Castle Avalon? A: That chest is actually accessed from the previous floor by sliding over the giant ice puzzle. For more info: {+4CTA+} 18) Q: What do I do after clearing both bosses in Castle Avalon? A: Return to the original save point room and a scene will play. This will open up a new path to the north. 19) Q: Where do I find the last summon? A: The last summon is essentially found at the very end of the game. Enter the World of Nil once and then leave. Now go to the portal that just opened up on the north side of The Dark Gate. At the highest point of this area is the last Eidolon. 20) Q: Is there a point of no return? A: You cannot leave the Void after defeating "Spoiler." However, this is only until you defeat the Final Boss and load up your clear game save. 21) Q: I beat the game and loaded my clear save. Now what? A: You can return to Harmonia and enter the Developer's Room. Also, the Gladiator's Hall is now unlocked. Go to Castle Lux in the Void and talk to the moogles in the northwestern room from the main hallway. ______________________________________________________________________________ {+VRSN+} --- XIII. Version History --- ______________________________________________________________________________ 11/02/12 - version 1.30 - Fourth Release [831 KB] - Made a few minor additions to the Walkthrough. - Finished Characters, added a new subsection to General Information. - Added a little information to Bestiary. - Added details to FAQs. - Fixed some typos and inaccuracies scattered throughout the guide. 10/23/12 - version 1.20 - Third Release [804 KB] - Filled out just about all of the optional Chapter 4 content that was missing from the Walkthrough. - Added a number of entries to Item List. Sorted Accessories into several broad categories and removed all duplicate entries. - Finished Shops and Boss Guide. General Information -04- is more filled out. - Added details to Miscellaneous. - Fixed some typos and inaccuracies scattered throughout the guide. 10/19/12 - version 1.10 - Second Release [743 KB] - Made some additions to the Walkthrough and added a bit more info to -04- in General Information. Also added a few more entries to Item List. - Added details to Ability Compendium, Fusion Abilities, Shops and Boss Guide. - Trivia section removed for now, but will be brought back later. - Fixed some typos and inaccuracies scattered throughout the guide. 10/13/12 - version 1.00 - Initial Release [484 KB] - Walkthrough completed from the beginning to the end of the game. - Added details to General Information, Characters, Job System and Item List sections. ______________________________________________________________________________ {+CTIF+} --- XIV. Contact Information --- ______________________________________________________________________________ The best way to contact me is to PM me on GameFAQs. I also frequent the Final Fantasy Dimensions message board. You can email me at holyknight14@gmail.com ______________________________________________________________________________ {+LGLS+} --- XV. Legal Stuff --- ______________________________________________________________________________ !!! This FAQ/Walkthrough is copyright to holyknight14 !!! Rules: ------ 1) Don't take my guide and profit off of it. 2) Don't take my guide and say you wrote it. 3) Don't take my guide and put it on your website unless you ask me first. 4) Don't tell me about some sort of investment opportunity with my guide. 5) Use common sense, it's not difficult. Sites that CAN host this guide: Sites that CANNOT host this guide: ------------------------------- ---------------------------------- GameFAQs Neoseeker Email me at holyknight14@gmail.com if you want my guide on your site. ______________________________________________________________________________ {+CRDT+} --- XVI. Credits --- ______________________________________________________________________________ [ Square Enix ] - For creating the Final Fantasy series that I have more or less grown up alongside. [ Final Fantasy ] - For being the best Final Fantasy game I've played in a [ Dimensions ] very long time. [ GameFAQs ] - For hosting player made guides throughout the ages and giving me something to do while I'm at work. NasirJones - For posting information on the FFD board about the fully unlocked Jobless ability slots. SlimeStack - For his fusion ability translations, which allowed me to learn them all in game. Gothann - For his Memory Location FAQ which I used in order to verify a few memories I couldn't find by myself. jimm120 - For posting his list about the gypsy chests which I used to compare to my own results. Me - For writing this guide. !!! If I have inadvertently taken something of yours, please PM me or !!! !!! email me and let me know so I can give you credit for your info. !!!