_FINAL FANTASY_ (insert ASCII artwork here) Just another walkthrough by Cecil(faramir@netreach.net) Okay, right off the bat: We all know this is a very old game, but I'm killing time and I know the damn thing by heart, so put two and two together(Two plus two equals walkthrough, BTW). Also, I'm sure there -are- people who need help with this; not all of the clues are really blatant. And if you're used to RPGs like Final Fantasy 7, this is a challenge. Okay, 'nuff of that. Let's start the fun. As soon as you hit "New Game", you pick your team. Feel free to pick whatever team suits you, but the easiest lineup is something like [FIGHTER]/[BLACK MAGE]/ [WHITE MAGE]/[THEIF, BLACK BELT, RED MAGE, FIGHTER]; You should probably use Thief or Black Belt. Theives can't actually steal, but they're pretty good fighters, and decent people for running. When they get upgraded to Ninja status, they can make good use of most of your fighter's hand-me-downs. Black Belts suck until they get themselves off their feet. By level fifteen or so, he should be able to fight without a weapon. This saves a bit of money in the long run, 'cos they can't use much armor anyway. A Red Mage causes you to repurchase expensive magic spells -and- a decent amount of weapons. A second fighter will make you earn a lot more money, 'cos you need to buy all the most expensive crap TWICE. However, you have quite a physical fighting force. Again, pick whichever suits you. If you have a black belt, however, I suggest you see if he's more powerful without a weapon every few levels. Check his status with the weapon equipped(look at damage, hit%), then unequip the weapon and check it again. Use whichever's higher. Okay, now that your team is all set, you're just itchin' for action. If you just see something in the middle of a town, don't panic. That's supposed to happen. That reddish thing(I'm assuming you have a fighter at the top) is your head character. It's best to stick your most powerful physical team member up at the lead. It just is. Hit Select if you need to switch the order. Just walk into the big castle. Once you're in, walk around and talk to everybody. If you can't walk any further for no apparent reason, relax; you've probably found the invisible man. After you're done downstairs, head to the upper floor and do the same thing. You'll soon find out that (get this), the princess has been kidnapped(All the evil villains do this, and the princesses that they nab aren't even good looking...I just don't get it.). Just head into town. Talk to everyone. (From now on, when you enter a town, it's common-practice to talk to everyone and everything). Hell, talk to the well if you feel the need; it's fun! Next, head on to the weapons shop. A rapier for any fighters, theives, or red mages, wooden nunchucks for a black belt, an iron hammer for any white mages, and a small knife for any black mages. Armor is pretty simple, too. Some chain mail for a fighter or Red Mage, wooden armor for theives and black belts(this is basically what your black belt has for the rest of the game.), and a cloth for white or black mages. Then, enter the black magic shop. Buy FIR and LIT spells for your black and red mages. HARM and CURE for any white mages, while red ones only need CURE. You may or may not have noticed that by now, you're running a bit lot low on the green stuff. No problem. Simply go outside and walk through the forest outside the town. You'll get into combat sooner, and you'll fight larger packs of imps. Imps are the most common thing around here, and all you'll be fighting for a bit. Have each red mage, fighter, thief or black belt hit an imp of their own, while white and black mages should take a single imp between them. (NOTE: It's a good idea to equip your weapons and armor at this point.) It'll take a few good levels before a black mage can topple an imp in one blow. Imps aren't much of a challenge, but can probably put a dent in some of your people if they all gang up. Combat tip: do not use your combat spells unless... A)You're going to use an inn soon. B)You're going to die soon. C)You're about to fight something big and nasty. Best to use up all your magic before using an inn. You'll get more for your money, and believe me; in this game, you'll need every single G you can get your claws on. If you come across a mad pony at this point, attack it. It gives about as much as four or five imps do. Remember: don't attack something with multiple people if you think it will drop on the first hit; even if the target is dead, your characters will take a swing anyway. You can't forget about strategy. Strategy is everything. Remember how much damage each enemy has taken so far, and remember roughly the amount it takes to kill them. A good player wouldn't need a strategy guide for enemy data. Also, you should try to remember how much gold/exp. some enemies give. You wouldn't want to run away from something that's filled to the brim with gold, nor fight something incredibly tough for a few stinking experience points. Meanwhile, you're fighting imps. It's getting slightly boring, isn't it? I sure hope not. Fighting imps doesn't get old until you've sat down and fought them enough to get to level ten. So how long do you keep this up? Until you've purchased all of the above supplies and are at least level 2 or 3. Don't get impatient. That's what they want you to do, and that will make the game hard for you. Once you're done battling imps, it's time to put that exp. to use. You'll remember that you have to save some princess. This won't take long. Stock up on some heal potion (five should do), a tent, and then stay at the Inn. Walk outside the town and head north. Just keep walking until you find a big grayish thing. This is the Temple of Fiends. Kinda' unfriendly sounding, don't you think? Once you walk inside, head leftwards. Make sure not to use any of your magic in the random battles; you need to conserve it. Enter the room and open the treasure box to get a Cap, which is a helmet. Check the status of your team members, and give this to the person with the lowest Absorb or Evade% via the trade command. Make sure to equip it. From here, head north, and enter the room. Two chests are there - a cabin and heal potion. Don't bother with the other two corners; those rooms are locked. Instead, walk all the way down and then right until you've reached the entrance again. Walk straight up into the room. Inside are two people and a handful of bats. The closer of the two people is Garland, the nogoodnik that kidnapped the princess. And the further is the princess herself. Use some potion to refill your life, or if you're really feeling the pain, go outside and use that tent. Just talk to Garland. Sure enough, Garland is ready to solve it with violence. And in case you haven't guessed by now, your party members are these light warriors that everyone's talking about. Feel free to underestimate Garland. He has about 100 hp and can only really hurt White or Black mages, and unless you're extremely unlucky, it should take two or three hits. Have your physical fighters fight. Just have any Black mages cast FIRE. Red Mages should either use FIRE or CURE. White mages should cure people(duh). Garland should be down for the count by the end of the second round. As a prize for defeating Garland, you get 250 G and a measly 35 exp.(assuming nobody's dead, of course.). Now talk to the princess. She thanks you(what a reward) and you are teleported back to Corneria castle(Actually, I think you just walk back with the princess, but they didn't feel like showing that part.). Talk to the princess to get a LUTE. Joy! Like you'd need something like THAT in an rpg(Or would you?). Thankfully, the king isn't so much of an asshole. He, in fact, builds a bridge for you; however, a little more is revealed. You should know by now that your goal is to make the elusive ORBS shine again. You'll learn more about this soon. Try talking to the people again, now that you've done something. Save your game at the inn if you feel the need, too. Now, you're really going to start your quest. Head outside. Right away, you should notice the bridge in the space where there used to be only water. This is that bridge that the king had built. This allows you access to the next continent. When you step on the bridge, a special scene comes up. You are told a bit more of the story, and the bridge theme(guess where it got THAT name from) is cued. Now you're going to have to fight stronger things on a regular basis. And if you come across ogres at this point, be careful. These guys have as many hp as garland, higher attack power, and can double team you. Again, strategy is your friend. Anyway, head north until you hit a cave. When you walk in, talk to one of the walking brooms. "TCELES B HSUP" is "PUSH B SELECT" backwards. This is spell lets you see a map of the world when you're outside. Neat, eh? Now loot the place and talk to Matoya. She just whines about her CRYSTAL. She's blind as a bat without it, and some jerk stole it. And guess what, you get to find it. Now that you're done there, you should just head south and east until you come across the town of Provoka. By this time, you should be level four, and you should also hope you have a lot of dough. Upon entering the town, you will find that something's horribly wrong; pirates(arr!). And of course, you're expected to fight them. They guys are about as tough as imps(even less, actually), and even though there's nine of them, it's no big whoop. However, you get 350 gold and 90 exp.(if you had a single casualty in that fight, I feel very, VERY sorry for you. I really do.), which is quite a bit for barely lifting a finger. And what's more is that the Cap'n becomes a peaceful fella' and hands over his ship. Which means you've got yourself a better means of transportation, and you'll learn to love that boat. Now it's time to use some or all(or more) of that hard earned green stuff. The weapons shop is your first stop. This will make earning more money quicker. (Weapons will always be your highest priority, then work your way down to items.) A short sword for any fighters, and if you really want to, one for any Red mages. You're better off just getting a Scimitar for Red Mages and Theives, however. Hand Axes are a waste of money, and you should have picked up an Iron Hammer back in Corneria. At the Armor shop, Iron armor and a wooden shield for your fighter(s), gloves for mages. As for magic, ICE(black) and INVS(white) should do. Take that boat of yours out of the bay and along the coast. Just keep heading south until you reach a port. A short walk south and you'll hit a town. Welcome to Elfland:Land of the High Prices. You'll shortly find out that you need to save some sleeping prince. They just don't give you a break, now do they? When you go to the weapons shop, Iron Nunchucks for a black belt, a large knife for black mages, sabre for theives and red mages, and a silver sword for your fighter . This seems all good and nice until you notice the 4,000 G tag attached to that sword. You'd think I must be joking or something, right? Well, that sword will take a bit of work to earn now, but you'll use it for QUITE a while. You'd better start working on that silver sword now. An area a bit east of the town is packed with ogres and other such creatures, ripe for the killing. Your best bet is to fight here until you start getting low on hp, then sailing back to Corneria(almost a straight line north.) to stay at the Inn. Granted, Elfland does have an inn, but that is 100 G a stay. You can stay at Corneria's inn about three times for the same amount, and all it costs is a short overseas trip. Which do YOU think is the better deal? Get your fighter a few levels and equip that silver sword, and your fighter's power practically doubles. This is worth 4,000 G, isn't it? Well, there's more to come. Go back out in the fields and earn another 3,000 G. I must be pulling your leg, right? Think again. These elves are real greedy assholes, eh? You'll need FIR2 and HRM2, pronto. Know why? You're going to fight things that you probably should be fighting for another few towns and major chunks of the game. And WHY exactly are you fighting them? Because you'll start raking in the exp./G. And WHY are we doing this? Because those damned elves have more magic and armor you need (And the sad part is that this is one of my favorite parts of the game. Actually, this always goes faster than you remember.)! Okay, now it's time to sail back to Provoka. From there, head south and east until the path starts to lead north. Once you get all the way to the top, walk back and forth between the two spaces of the tip. Here are advanced enemies(Frost Wolves, Giants, Trolls, Wyverns, ZomBulls), all of which are packed to the brim with exp. or G. Make sure to have stayed at the inn in Provoka, 'cos you'll need all the magic. Use FIR2(and HRM2 if fighting Zombulls) while using physical attacks. Attack one pack of things, win, stay at the inn(to restore all your magic), repeat process. At first, it's tricky, but after a while, it gets pretty easy. Keep on doing this until you're about A)level 10. Or B)Have at least 10,000 G. Now, back to Elfland. You need LIT2(level 3, black), FAST(level 4, black), ICE2(level 4, black), CUR2(level 3, white), and PURE(level 4, white). FAST is one of the most important spells in the game-cast it on someone, and they're about twice as powerful. Armor shop is easy. An Iron shield for any fighters, a wooden helmet for fighters, theives and red mages. Black belts, and all mages need a copper bracelet. Get anyone else without head protection a Cap. Then go to the item shop, and get no less than 500 G's worth of pure potion, and 1,000 G's worth of heal potion- where you're going next, you're bound to get poisoned a LOT. Now that you're done buying, it's time for some action. From Elfland, head all the way west, and then travel along the edge of the mountain(on the left side, that is) until you reach some marshes. From there, walk south until you hit the tip of the land. Enter that little hole. Welcome to the Marsh cave, the local hellhole. If you would like to hurry and get this over with, head downwards. If you would like to loot for a total of 1612 G, go up. There's something really disturbing about this place. However, the enemies are mostly wusses and shouldn't give you much trouble('cept for the poisoning.). It's just disturbing. By the way, keep an eye out for SCUM(enemy) - best off running from them. UPPER PATH-This room has nothing you need, but it does have loot. A Large knife, 1300 G, and short sword. LOWER PATH- Just follow the trail until it forks. Go down. Eventually, you'll hit a room with a ladder. Go down it(duh). LOWER PATH, FIRST ROOM-Go down and right until you find an exit. Nothing worth getting in this room. LOWER PATH, SECOND ROOM-Enter the room on the third row from the top, second column from the left. This room contains the CROWN, which is what you came here for. However, it's guarded by wizards. These guys are pathetic. Just let LIT2 lose on them, and a whole pack can be dead in no time. However, they CAN do some serious damage if they gang up on a single person, so watch out. Okay, now that you've got that crown, get your ass out of there. If you've got a tent or something, use it! Now backtrack to Elfland and stay at the inn. You'll want all of your magic back. Walk all west, and then all north until you reach a castle. Walk in, and enter the big room that's right in your way. Now wave to the king. As it turns out, he's really Astos, the dark elf. He also really wants that crown. You'll just have to kill him for being so greedy. Cast fast on your best physical fighter, then just ICE2 the sucker. Make sure to keep high hp, and other then that, fight, fight, fight. He'll try to RUB one of your people early in the fight, which is an instant death spell. Hope it doesn't work or just hope it doesn't get your fighter. As long as someone has FAST on, SLO2 will be useless, and FAST is pointless unless he takes another attack. You should be able to drop him by the third round. Guess what! You've got Matoya's crystal back. And from rumors in town, you should know that she can prepare an herb to wake the prince. So save your game, sail past the bridge near Corneria, enter the port, and make for her cave. Once she's got her crystal, she'll give you the herb. So sail BACK to Elfland castle, and give the prince the herb. You must have seen locked doors by now, right? Well, the elf prince is so ecstatic that he'll give you that mystical key. Time to go on an unlocking spree. First walk along the left, outside wall of Elfland castle to raid that little treasure room. Since you're near Elfland, stop by Astos' castle and loot the place. Falchon might work for red mages, Iron gauntlet for fighters, silver hammer for white mages. Sell any other crap at the elven weapon/armor shops. Then make for Corneria castle. Walk to the WAY back room, and equip the Silver knife on a black mage. Sell the rest of the weapons/armor. The temple of feinds' two right hand rooms have locked treasures, as well. Were or Rune swords might be good for thieves and/or red mages. I don't really recall. If you really feel the need, you can walk ALL the way back to the bottom floor of the Marsh Cave to get a silver bracelet(good) and a silver knife(you've already got one). It's just not worth it, though. Now it's time to put that TNT you found back in Corneria castle to use. Sail along the western coast of Corneria until you reach a dock. From here, head southwest. You'll hit a cave in no time. This is the dwarven cave. Loot the place - that silver armor's utter crap, and the dragon sword isn't really good against dragons(neither is ice sword against fire, or rune sword against mages. They're just fancy names; they don't really change damage depending on the target.). Iron helmet IS good, however(at least now your fighter is fully iron armored up, eh?). Okay, now that you've done the usual talking and looting give your TNT to Nerrik(far back of the cave; if you haven't, already). Leave the cave and take a short walk back to your ship. Head south and west along the coast again. There should be a hole in that land that wasn't there before. This is the canal that Nerrik was talking about. Sail a bit left...Welcome to the Western Sea! Head a bit more west, and you'll reach Melmond. Know what? This town's weapon shop is sportin' crap. Not even worth looking into. Know what else? This town has no clinic OR items shop. On to White magic. LIFE, CUR3, HRM3 . Your black mage desperately needs FIR3. If you feel like it, buy BANE. VERY nearby, there is an area great for earning experience/gold(and you'll need it for this town); however, I find it easier(for now) to go back to the area near Provoka. The armor shop holds the Steel Mail. This stuff is pretty good, for its price, but you're always hurting for good armor. 45 THOUSAND G. However, this does not take very long to earn once you know where to fight. Also, Silver bracelets for any mages and black belts. Other than that, you should be good in the armor area now. Okay, now it's time to see what all this Earth Cave hub-bub is about. Leave town and walk south westish. Once the path heads perfectly south, then splits, take the lower route. You might want to save your game(tent) before going in. Listen to the cool Earth cave music. If you go up, you'll find 1975 gold. If you go left, you'll reach what is known as "The Hall of Giants". In the hall of giants, you get attacked at every step, by giants or their giant sidekicks. This is good for making money/building exp., 'cos giants hold a lot of G and it also saves time on walking. If you head down, you will hit a dead-end. If you go down/right, you'll receive a pure potion, 795 G, 880 G, and a heal potion. If you go right, you'll reach the stairs(something wrong with stairs in a cave?) to the next floor. Nab the treasures if you want, then head for the stairs. This floor has a slightly different look to it, now doesn't it? If you want the treasures, I don't really give a damn. Here's a brief explanation of which route to take. Down. up, down(right), down, right, down, up(right), down(right), down, down(right), up(right), up. This floor is the one with that vampire on it. Just snake around to the center. If the reddish plate thing is in view when you get attacked, you'll notice that it reveals a staircase beneath. Neat, eh? Shame you can't get down there just yet. If you get attacked by cocatrices, RUN! They can petrify you as casually as some creatures poison or blind you. Once you talk to the Vampire, you realize he sounds so full of himself that he must be so easy to beat. Anyone in life is like that. Don't even bother with FAST; hit this thing with your most powerful fire/harm spells, while having anyone else just fight. I can normally drop him in one round; if my black mage goes first, then in one turn. He's a wuss. Grab the ruby in the chest behind him, and backtrack your way to the town of Melmond. A townsman hints about there being something else causing the rot besides the Vampire. The Vampire was way too easy, so you'd better believe there's something big and ugly down that hidden staircase. Well, as you can deduce from townspeople, this Sadra the sage guy lives past a tunnel. The catch is that there's a ruby eating titan living in it. You've got a ruby, right? Maybe you can give him a gift and get passed. Hey, it's worth a try. So exit town, and just head almost completely left. Once you hit mountains, start going a bit south. You'll hit another cave. Enter it. See that happy looking fella'? That's the Titan. Give him a ruby and he seems genuinely happy. I think the titan goes about his life like a small child does with a treehouse("This is my club! Only members can get in!"), only he says, "This is my cave! Only members can get through!" However, he forgets his sweet-tooth for rubies. You don't really need to worry about the enemies here; most will give you no trouble at all. In the treasure room, you'll find some gold, a silver helmet(good for fighters) and a (not so)great axe, which is worthless. Once on the other side, follow the trail to Sadra's little cave. You get a nifty rod to remove the plate on the floor in the Earth Cave. Go back to town and stock up on some potion(make sure to have some soft, too), stay at the inn, and then go back to the Earth cave. Hopefully, your black belt is using just his fists now. While it may seem that his damage has only slightly risen, he'll get multiple and critical hits more often now. Conserve your magic; you'll need it for a big battle. Go through the first few floors like you did before, but once you hit the Vampire's room, go to the back and use the rod on the plate. Go down the stairs, another maze floor. Go ... left, up, left, down, up(left), left, up, up, left, down, down, up, up and down the stairs. This is the last floor of the Earth cave. Just go up, turn to your left, and down the narrow passage. Outside of the door, heal up. Beyond this door is the cause of the Earth's rot; Lich. He's the fiend of Earth, and that means once you kill him, you'll have restored the orb of Earth. This can actually be a tough fight(however; I have had two round versions of this battle). When you're ready, enter the room and talk to the ball. You'll notice that when you hit fight, you don't have to select Lich. Neat, eh? First, FAST your fighter. Then hit him with all the fire and harm magic you've got. Keep yer HP up, though. If/when you killed him, walk straight up. That rumbling thing was an orb lighting up again. Walk the rest of the way up to be whisked outside of the cave. Return to Melmond; your work here is done. Soon, the earth will be healthy again, thanks to you. Talk to the townspeople, crawl in your boat, and prepare to sail nearly across the globe. However, you won't be able to come back around here so easily, so if you need any magic still, better get it now. AFIR, AMUT, ALIT, AICE, to name a few. Okay, from Melmond, track the coast south. Once you pass the tip of the Earth Cave peninsula, head directly west until you hit a port. Dock your boat there; head southwestish until you see rivers and a town. Enter the town, duh. This nice new town is the town of Crescent Lake. It's interesting how a townsperson says something creative: "LIGHT WARRIORS, you can do it!" Silver mail is worthless - even Iron mail's better. The weapons store doesn't hold anything great. Silver helmets, shields and gauntlets are good for fighters. Bucklers should be good for theives and red mages. The magic shops have a load of expensive magic. LIT3, SOFT, and INV2 are all you'll need. Right now you can't learn EXIT. And remember how you could learn WARP back in Melmond, right? Well, you've got a bit of work to do before you can actually get able to use these spells. Walk to the back section of the town, and talk to all of the twelve sages. They give you a canoe and advice. To use the canoe, just walk into a river. Make sure you have a LOT of heal potion. Follow the river up to the Guru Volcano. Walk left and down the staircase. See that lava all over the floor? Throughout the Volcano, try not to step on the stuff more than necessary; with every step, each person on your team loses 1 hp. Oh look, more lava. Joy. There's also a lot of area in those back rooms, not to mention fights and treasure. Explore if you want to; there's some pretty good stuff. Most of it's money, but there's some mediocre armor(sell it) and potion, etc. in there, too. When you're done, go down the staircase on your far left. As you can see, this floor splits and goes two ways. Just head right and down the stairs; nothing's on the other side. This next floor is completely covered in lava. Walk from little safe spot to little safe spot in the general direction of southeast. For the next floor, just walk...down, left, down, all left, down the stairs. You're almost there. Walk along the path, and head left when the path breaks. This should take you to a dead end treasure room. The flame shield and the ice sword are two good pieces of equipment for your fighter. Now walk back to the fork and go down. Keep walking until another fork, and go down again. Trek on until you go down the staircase. Hey, this room has eight different branches! That'll take a while to do everything in, right? Wrong. Take the left branch first. Enter the room, fight the dragon, get the treasure. The dragon's a wuss, and will probably go down on the first round. The flame mail's good for a fighter. Now go back to the middle and take the southwestern branch. Outside the door, fill up on life with heal potion; past this door is Kary, the fiend of fire. Yep, already at another fiend. FAST your fighter, have your white mage or red mage cast AFIR, then INV2. Your black mage should hit Kary with the most powerful attack spell he's got. If it's FIR3, use it anyway. Fight shouldn't take very long, but make sure to keep your HP up. It's not a very tough fight, but if you're not good in the strategy department, then Kary can pose a threat to your team. Anyway, once she's outta' the picture, walk up to restore the glow to the orb of fire. Now that you're out, use a tent or something to save your game. Canoe back to town, and talk to the man that was sleeping and the sages again. Also, stock up on heal potion(99). Sail north to a small bay with a dock. Go straight into the river, and canoe up until you reach a cave. This icy cave is known as the Ice Cave. Clever name, ain't it? During your stay, make sure to fill up your hp at the end of every floor and/or whenever you need it. If you encounter wizards, fighters, mages, or sorcerers, DO NOT try to run. Kill them as fast as you can; most can kill you in one hit. Walk through the cave until you hit the stairs. Once you're down, this floor splits into two paths. It basically forms a big square. You can go down and left or right and down. It still takes you to the staircase in roughly the same amount of steps. Just walk to the other staircase. Walk along the wall until you reach the door. Loot the room, then jump down a hole. Any hole. Take one step down, and get in an auto-fight. The ice works just like lava did back in the Gurgu Volcano. Left treasure room holds a silver gauntlet and ice mail. Ice mail is good for a fighter, but is just as good as fire mail. Then take the lower route, at the first fork, head down again, at the second fork, go left and loot(just money), then leave right. Search the chest, walk out, enter the room and grab the 10,000 G. Walk into the other room on the far side of the floor, get the loot from the chest, and enter the hole. Now, you're a few steps away from that chest you couldn't reach before. Don't bother walking to it just yet. Fill up on HP first. You're walking to it and BAM! Attacked by something called "EYE". This is the badass you need to fight before you get your chest. Fast up your fighter, and, well, attack. If your fighter gets fast casted on him before his turn, the fight can be over in one round. This guy has spells like RUB, XXXX, etc., which can kill you instantly. Nice guy, eh? If you beat him, walk and grab the chest. What's this? FLOATER? Seems important, eh? Yeah, it's the legendary floater stone, which can make anything fly. What use of it do you have? Worry about that later. Jump down a hole and you'll be in a familiar room. Exit this one the same way you did before. In the next room, however, do not jump down the hole in the treasure room. Instead, walk all the way to the right and take the stairs. Guess what - you're outside! Use a tent or something, pronto. By now, even a good player will have little or no heal potion left, and the situation is probably looking pretty sad. Relax, it's but a short trip back to crescent lake. You'll be there in no time. Do the usual town stuff(Stock up on supplies, stay at the inn, etc.), then launch your canoe into the river south of town(the one adjacent to the mountain). Follow this southward and get off where it hits land. Disembark and walk into the desert. Small, empty desert; right? Use your floater stone and sit back. WOW! An airship! COOL! See that airship? That's -your- airship. Neat, eh? What's even cooler is that you can use it. Walk on top of it and hit "A". Whee! This thing goes about twice as fast as the boat, FLIES, and you don't get attacked in it. Well, time to get off your little airship high and start to use it. From the temple of fiends, fly north, and pull left when you see some land again. Park your ship at every island and explore the holes. You'll find that these dragons are always blabbing about how important courage is, and it also seems that their king will give you a reward for proving it. That's where you come in. You'll have to fly a bit northeast to see this castle. And notice there's no landing spot around it? Oh poo. There are two basic ways to infiltrate this castle. A)Go back and land your airship near your boat. Then take your boat back up to the castle, drop your canoe out into the river, and walk to the castle from there. B)Find a landing spot(land slightly northwest of the castle works well) as close to the castle as possible. Once you land, this involves lots of walking. If you're going by boat, check your map to make sure you don't get off course(remember, PUSH B SELECT). If you're going by land, bring a house or two. The first floor is easy; talk to the guy and sit on the throne. Ah, and now you're taken to what we call "The Pillar Maze". Walk on to a pillar, and it will teleport you somewhere else. At the first break, take the bottom one. At the next split, the top one. Left one. Take a break and grab the Zeus gauntlet from the box..what's this? A fighter can use it? What the hell kinda' joke is this? Relax, he'll be able to use it in no time. Now take the pillar third from the top, and finally, the staircase. This floor is more simplistic. Follow the path until you reach a chest. Heal staff? What good is this? As a weapon, worthless. However, use the TRADE command and give it to your black or white mage. In battle, they can use it from the item command to cast HEAL on the team. Pretty good for keeping HP high when they'd normally not do any real damage anyway. Next, you'll find a gold bracelet(good for mages and black belts), another Ice Sword(good for theives and red mages in about ten minutes), and an iron gauntlet(good for black belts in about ten minutes.). In the next patch of chests, you'll get money and a house. And hey, cool, a ...tail? Yep, this is the proof of courage, a rat's tail. Nifty, eh? Fill up on hp and try to step on the throne. Hey, an auto battle. Joy. Zombie Dragon. Don't even bother with FAST-HRM3/FIR3 should drop him easily. Step on the throne, and exit out the door. That wasn't so hard, right? Now, not only have you earned the dragon king's prize, but you have earned the right to say, "I ain't afraid no ghosts!" Go back to Bahamut and collect your prize. Hey, your fighter looks a bit more buff...wait a second, that's no fighter! Hit start. Your fighter is now a knight. Your back belt is now a master. Your mages all turned into wizards. And your thief turned into a ninja. You know those spells(WARP, EXIT) that you couldn't learn before? You can learn them now. And you know that equipment you couldn't use before? You can probably use that now. Sure, we'll miss those kiddie looking characters, but these guys are all much better. Hell, your knight and ninja can use some magic soon. Fly due north of the opening of the earth cave. When you're overhead of a town, track the river a little west to a landing spot. Take a short hike into town of Oncrac and explore. Here, you will find they make such a big deal about having legs and having this elusive Oxyale. A guy named Kope supposedly saw a robot plummeting into the north waterfall. Then there's a woman with a submarine. But to go deep enough to visit the mermaids' sunken shrine, it needs oxyale. Better go get some, right? The magic shops have nothing really worthwhile, unless you feel like HEL3. Leave the town and get back in the ship. Okay, now fly your airship to the northwestern hemisphere. More specifically, to the mountain town of Gaia. You will soon find that a pirate(arr!) kidnapped the fairy and sold her. Why do you care? 'Cos this fairy is the only one that can draw Oxyale. You know what? It's been quite a while since you've bought new gear. Hey, it's time to do that here. The weapon shop has one item: a catclaw. This is good for a black wizard. Now the armor shop. Gold bracelets for anyone who doesn't have anything else of the sort, and prorings for everybody. EVERYBODY. I don't give a damn what gauntlet your knight has on already; it doesn't protect against instant death(in case you didn't get the message, ProRings protect against instant death attacks[RUB, that thing sorcerers do, XXX, etc.]). CUR4 is a must, and same for ICE3. As you recall, the pirate sold the fairie to a caravan(HINT, desert). But not the south desert-the far, FAR away desert that a pirate wouldn't have access to. Fly south a bit and east until you reach a small desert with a patch of green in it. As you walk into the caravan(the little patch of sand in the little patch of green in the big patch of desert), you'll find that it's pretty expensive. And guess what else? Nothing much that you have access to gives good exp. Hey, wait a second, what about that EYE fella' back in the ice caves? 3,000+ exp. AND gold per fight. You'll get some levels and some hard dough. And you don't have to worry about his instant death attacks, courtesy of the ProRing. And having an airship and EXIT makes him a bit easier to get to. And once you get there, all you have to do is walk into the spot where he autoattacks you, kill 'em, and walk off. Neat, eh? You'll get a level-up about every ten to fifteen fights, and fight maybe one or two random battles per level. Hell, I've had games where I built levels 25-35 here, and it didn't take very long. However, this does get boring after a while. Anyway, once you have gotten that bottle, do not, repeat: _DO NOT_ use this bottle with the item menu. You will have to go buy the damn thing all over again. Time to go back to Gaia's spring(back of the town), and then use the bottle from the item menu. When you exit the menu screen, you should see a fearie. Talk to the Fearie; she'll give you some Oxyale. Hey, now you can go visit those mermaids. And why exactly do you need to do that? 'Cos you CAN. Back to Oncrac with ye. Talk to the woman in front of the sub; she'll let you use it. Nice, quick sub ride, eh? First off, if you want about 10,000 G, loot this room. Otherwise, take the stairs leading up(on the right). This next room is a must loot. Opal Armor(knight), Light Axe casts HRM2 if used during battle, Mage Staff isn't a good weapon for black wizards, but it casts FIR2 if used during battle. Now take the stairs in the bottom right corner. Ah, and now you're one the mermaid's floor. It's sorta' like a town- no random battles. Just talk and loot until you're done. Give the opal bracelet to whomever's got the lowest absorb/evade. Opal guantlet should be dropped or sold. If you want to, cast EXIT, and sell left over crap at a town. Otherwise, go to the base floor and head down; save your magic, as well. You've got the fiend of water to topple. On your way down, you will find a Ribbon. What good is this, you ask? It basicially protects agianst ANYTHING that could happen to you(Poison, Petrify, Stun, all that stuff), AND it has the effect of having AFIR, AICE, ALIT. However, it's a crappy helmet. Once you reach Kraken's ball, do the usual filling up of HP. Kraken spews a bit of big talk, and you enter combat. FAST your fighter, use INV2 or just FADE if you have it, keep your HP high, and blast Kraken with LIT3 when you can. The fiend of water should go down on the second round(I find that if I'm clever, most fiends do), and light up that orb. Now take your airship out to Melmond and talk to Dr. Unne. Yep, quick as that, you learned a new language. Time to put it to use. Bring at least 120,000 G with you, too. Just a bit east of the desert south of Gaia is a little landing spot for your airship. Drop it there, and start walking to the far off town of Lefein. Talk to everybody. One will give you a chime, which gives you access to Mirage tower. You're not done there yet, though. Walk to the top-right corner of the town. There's a little hole in the wall. Walk in a straight line right; you will find the "secret" Lefein level 8 magic shops. Needless to say, but I'm saying it anyway, buy NUKE and LIF2. NUKE is the ultimate black magic attack, while LIF2 resurrects any light warrior(not during combat, however) and gives them full life. Good spells. Now backtrack your way to your airship. Save your game, then land your airship as close to Mirage Tower as you can. Walk into it(suprised?). Enter the room, loot it, talk to the robot, and move on to the next floor. Heal Helemt works just like a heal staff, and is just as worthless as armor. Agies sheild is good for knights and protects against being GLANCEd, etc. Thor Hammer is the best hammer in the game, and if used in battle, casts LIT2. Sun sword is good for a ninja. Dragon mail is good for a knight. Once you reach the third floor, however, cast EXIT and go back to your airship. Fly to the river outside of Oncrac and canoe up the river into the waterfall. Seems like there's a little cave or something behind that waterfall, eh? Better loot and explore. When you reach the treasure room in the back, make sure to talk to the robot. He gives you the cube, which gives you access to the Floating castle. And who but the fiend of air, Tiamat, lurks here. Conveinent, ain't it? As for loot...Wizard Staff casts CONF(confusion) during battle.;Ribbon is mentioned somewhere above; Defense is good for a knight and casts RUSE when used in battle. Trek to the third floor of Mirage tower. One step into the room and you'll be attacked by a Blue Dragon. Doesn't require FAST or anything. Just a few physical attacks. Step into that thing in the middle of the room. It WILL work now that you have a cube. You're whisked away to a cool looking tower. Doesn't look very much like it's floating; more like it's in orbit. The random encounters will be a lot stronger now, and you will have to make several trips to town to sell the crap(or just drop it and save time). Bane sword isn't really good, but if you use it in battle, it casts BANE. Give it to someone who's not a good physical fighter(black wizard). You'll also find a black shirt(armor for black wizard - casts ICE2 in battle) and a white shirt(white wizard's armor - casts INV2 in battle). You'll also find another ribbon(that makes three), and a katana - good for a ninja. ProCape is worthless. In one of the treasure boxes, you find ADAMANT, and the special music plays. Why the fuss? Well, remember back in the dwarven caves, the weapon smith guy, Smith, said he'd make you a sword, but alas, his supply of Adamant was nonexistent. If you don't remember, it's the truth(I SWEAR!). Finish looting that floor(and maybe the one above), then EXIT. Fly back to the dwarves' cave(north of Astos' castle), and get that sword! With a name like Xcalibar, it's GOT to be good. But only a knight can use it. Meanwhile, back at the Floating Castle...the teleporter to the next floor is to the left. This room has four branches. If you start to walk in any direction, the floor keeps repeating itself. The trick to finding the teleporter to the next floor isn't very tricky; simply walk left two intersections, and then up two. Or you could go left, left, down, down. Or down, down, left left. You just need to go two horiztal and two vertical and you'll reach a teleporter(notice I said "a". If you go left, right, up, down, you'll wind up back where you started.). And now we find ourself on a thin floor. This thin stretch is reffered to as "The Bridge of Warmech". Why, you ask? Because this badass called Warmech(about as tough as fighting the feind of water and air simultainously) only shows up here. If you have enough luck(or complete lack thereof), you'll fight him. He gives so much EXP/G it's not even funny. If you fight him, FAST, NUKE, AFIR, and keep the HP as high as possible. Keep walking up and then into the room. Yep, the ball opens and out pops the feind of air. Okay, I don't know why they made it this way, but spells such as BANE(particularly BANE) have an effect on him. BANE kills things instantly(poison smoke). Don't bother with FAST. Cast BANE or just use the bane sword, use physical attacks, and you should be fine. Wait a second...didn't you just kill Tiamat? Hey, yeah, all of the orbs are lit, too. What's the deal here? Better visit the sages at Crescent lake...Time loop? This does't sound good. Yeah, but haven't got a real choice in the matter. Stock up on potion(all the pure, soft, and heal you can hold). This is the final trip - better be well prepared. When you're ready, go to the temple of Fiends. The SKY WARRIORS give you a bit more insight, and then you go back in time. The staircase is in the bottom-right corner of the floor. I think you can find the staircase for this floor on your own. Now walk around to the center room(door is on the bottom side). You'll fight the Phantom as soon as you walk in. The two chests hold money. And your rod won't remove this stone plate. Hmm...maybe that LUTE you've been cartin' around the whole game might have some use. And sure enough, it does. The exit for this floor is in the upper-right corner. The exit to the next floor is also on the upper-right corner. And now you're on the Earth floor. The exit's at the bottom-right corner. Fight some old Earth cave enemies, and one step short of the stairs, you'll fight a souped-up Lich. Try to conserve your magic, though. And now the fire floor. Gurgo Volcano enemies and a PO'd Kary. Again, conserve magic. The exit is the staircase you see right next to you when you enter the floor. Black Shirt should help out some here. And then the water floor. Use Thor hammer to cast LIT2 during combat; it saves time. The exit's in the bottom right corner. Then we have the wind floor. If you go to the very bottom right corner, you'll find the one and only treasure in the Temple of Feinds 2,000 years ago - the masamune. The most powerful weapon in the game, and anyone can use it. Nintendo Power suggests that you use it on a white wizard. If you have a red wizard, they'd make good use of it. Don't bother giving it to a black wizard- they've got better things to do with their turns. A white wizard could make good use of it. A knight already has an Xcaliber. A master can kick ass just as well without it. If you have a second knight, they'd use it. A ninja could work well as well. Walk around the room, talk to Garland a few times, then fight Chaos, the FINAL fight in the game. FAST up all your physical fighters, NUKE all you can, keep your HP. Chaos can use any number of attacks, hell, he can CUR4 himself - which means he can restore his 2,000 HP. You should be about level 30 by now. Sit back, and watch the end. You just beat one of the harder Final Fantasy games. Hope you had fun. -Cecil faramir@netreach.net