Final Fantasy Walkthrough By Stuart Carapola Introduction Well, I've been reading all the FAQs and walkthrough posted on various websites, and I thought to myself "You know, these things are damn boring." All of them are written in this serious, monotone style, with no personality or sense of humor. Do any of you really care about every single slightest change in every update of a FAQ you read? I didn't think so. So anyway, here is my walkthrough for people who want to enjoy what they're reading. I didn't include stuff like weapon, armor, magic and item lists, or a bestiary (not bestiality, you have to look somewhere else to find that). The reason is that I feel that this stuff is pretty easy to figure out on your own. If you find a new weapon, equip it on somebody. If it's better than the previous weapon, keep it. If not, sell it or something. If you're going shopping, save outside the town before you do. That way, if the stuff you buy isn't comparable to the stuff you have on your team now, just reset and skip it. It's that simple. As for the bestiary, as long as you keep your levels up to what I prescribe, you shouldn't have any trouble beating any enemies thrown in your path. And besides, any enemies that are really that tough that you'll need to know specifics to beat them, I'll outline strategies in the walkthrough on how to beat them. Fair enough? Good. And of course, I don't have to remind you to save every chance you get. But that's just common sense, right? Anyway, let's get started. Getting Started You get the good fortune of starting out by picking your four party members. You can pick anything you want, but I recommend a party consisting of two Fighters, a White Mage and a Black Mage. Here's why:I find the Thief to be a completely pointless character. The manual can tell you "Oh, he's fast and can get you out of close scrapes" or anything they want, but the fact of the matter is speed doesn't mean jack in this game, and he's a weak fighter. Skip him. Ditto for the Black Belt. Sure, once you get your class changes midway through the game, he becomes a powerful fighter, but you basically have a choice between having a character who's powerful through the whole game in the fighter, or somebody who's only powerful in the second half. And as for the Red Mage, he might be a pretty good character to have earlier on because he's a decent fighter, and can use both Black and White magic, but he fails later in the game, where his fighting skills don't grow enough to keep pace with the enemies, and he can't use high level magic. This renders him pretty useless towards the end, which is something you can't afford. That's why I picked the team I picked. Of course, you can pick anything you want, but this is the party I found to be the most useful, and the team I wrote this walkthrough for. Your choice. So, on with the game. 1.Coneria First things first, go into town, and head to the Weapon Shop. Get Rapiers for your fighters, a hammer for your White Mage, and a Small Knife for your Black Mage. Go to the Armor Shop, getting Chain Armor for the Fighters, and Cloths fo the Mages. Equip all this stuff. You should have enough money left over to buy one spell, so I recommend gettin Cure for your White Mage. Now that you're all suited up, go outside and fight enemies until you're on Level 5. Once you are, go back into town and get Harm for the White Mage and Lit and Fire for the Black Mage. Don't bother with crap like Slep or Ruse, that stuff sucks. OK, now head to the Inn, rest up and save, and then head northwest to the Temple of Fiends (that's Fiends, not Friends) 2.Temple of Fiends Enter and head due north into the chamber. Don't worry about treasure hunting just yet, there's really nothing you have access to that's worth getting. Enter the chamber, and talk to Garland, who threatens to knock you down. Even though that line may have you shaking in your boots (especially since it's delivered by a guy named after the stuff you put on your Christmas tree), you can beat this guy pretty easy. Just have your Fighters fight, Black Mage cast Fire or Lit, and White Mage fight or heal depending on what is needed (you probably won't have to heal in this fight). After you knock Garland down, go talk to the girl holding the big black orb up. Turns out she's Princess Sara of Coneria. She thanks you for saving her, and magically transports you back to Coneria. 3.Coneria Wait, if she could transport herself home all along, then why...? Talk to Sara, who shows her gratitude by giving you an old Lute that will be completely useless to you until the very end of the game, where it plays a minor role. Now talk to the king, who has built a bridge to the mainland for you. Go outside, and cross the bridge. Oh yeah, you have to sit through the credits, featuring a bunch of guys whose names you can't pronounce. After that ordeal, head east to Pravoka (don't bother stopping at Matoya's Cave, you don't really need to go there until later). 4.Pravoka Enter the town, and talk to Bikke the Pirate in the Northwest part of town. He sends his Pirates to kick your ass. Fortunately for you, they're the weakest enemies in the game. Just pummel them with physical attacks (even an attack from a Mage can kill them with one shot). After you've beaten them, talk to Bikke again, who all of a sudden gets really friendly and gives you his ship. See what these games are doing? They're teaching our kids the basics of carjacking. Before you leave town, make sure you visit the Weapon and Armor Stores, getting Short Swords, Iron Armors and Wooden Shields for your Fighters. There's no real equipment upgrades for your Mages, but if you go over to the Magic Shops, you can get the Ice spell for your Black Mage. Unfortunately, that's the only worthwhile Level 2 spell. If you really feel you need something for your White Mage to feel secure, get Invs, which raises a warrior's evade rate. But it's really not worth it. Now hop into your new ship,and head southwest to Elfland. 5.Elfland Don't bother going into the castle, it's boring in there. Nothing but a sleeping Elf Prince, who won't do anything for you for a while. So go into town. If you talk to the people in town, you will find out that the Elf Prince isn't asleep because he drank too much, he's asleep because Astos, the evil Dark Elf from the Northwest Kingdom, had his army of evil dark guys march on Elfland one day, and he put this spell on the Elf Prince. So now it's your job, of course to wake him up. Okay, I am now going to outline the next several steps in your quest. 1)Get the crown from the Swamp Cave 2)Take the crown to Astos and defeat him to gain possession of the crystal 3)Bring the crystal to Matoya in exchange for the herb 4)Bring the herb to the Elf Prince, who will give you a magic key in return It's a long road, to be sure. But as long as you're powerful enough, you'll have no problem getting through it, right? Well, since you agree, you can head out into the eastern plain and fight Ogres and Creeps until your party is on Level 10. While you're building Levels and as you gain gold, keep heading back to Elfland, not just to hit the Inn, but also to start upgrading your equipment. This is your shopping list for Elfland:Silver Swords and Iron Shields for your Fighters, Copper Bracelets for your Mages, and a Large Knife for your Black Mage. Also, Elfland makes up for Pravoka's crappy selection of magic, as it has some great Level 3 and 4 spells here. Right now, you probably won't be able to afford many Level 4 spells, so just try to get Fir2 and Lit2 for your Black Mage, and Cur2 and Hrm2 for your White Mage. Oh yeah, now you'll probably be able to afford it, so get 99 Heal and Pure potions. All right, now that you're all set, head west, and then north into the valley, then west through the pass and finally south into the swamp. Enter the mysterious Swamp Cave! 6.Swamp Cave Just go down two levels, and enter the room second from the left, second from the bottom. Don't worry about treasure collecting right now, you'll probably be back. Anyway, enter the room, but before you go rushing up to grab that chest, make sure you're all healed up. OK, now go ahead. Whoops! You get attacked by a group of Wizards. You can get anywhere between 2 and 6 Wizards in this fight. Hopefully you get less rahter than more. Interestingly enough, despite the fact that these are allegedly Wizards, they don't actually use any magic against you. You'll find this to be true of many "Wizard" enemies in this game. Anyway, Fighters fight, Black Mage casts Lit2, and White Mage heals when necessary. After beating them, grab the crown and get out of here. You'll probably want to head back to Elfland and heal up, because your next stop is the Northwest Castle. 7.Northwest Castle Go on up to the throne room. Talk to the king. You guessed it, that's Astos. Just hope that his Rub spell doesn't kill one of your guys right away. If you make it through that, he's not that tough. Just have your Fighters fight, Black Mage use Fir2, and White Mage heals. After you kill him, get the crown, head back to your ship, and go up to Matoya's Cave (there's a port right under there). Enter and give her the crystal, and she'll give you the herb (sounds like a drug deal). Now hop back into your ship and sail back to Elfland. Enter the castle and give the Elf Prince the herb to wake him up (wait, won't herb put him to sleep?). He'll be grateful to you and give you a key that will open any door in the world. Great, we've learned how to carjack, deal drugs, and now we're learning how to break and enter. The upside to this is that you now have access to all kinds of treasure you couldn't get before. You can get two special swords from the Temple of Fiends, a couple of good items from the Northwest Castle, some stuff from the Swamp Cave, and in Coneria is the important stuff. In one of the (formerly) inaccessible rooms, you'll find the TNT. Take this over to the Dwarf Cave on the western side of the sea, and give it to Nerrick. He'll gladly take the TNT and go blow something up with it. Make sure you get all the stuff from their treasure room, as the Iron Helmet and Silver Armor will come in handy for your Fighter. Now head out and get back into the ship. If you sail along the western border of the sea, you'll notice that Nerrick actually did something useful when he was blowing stuff up, and opened up a canal to the western ocean. Before yoy go rushing out there, though, go back to Elfland and sell off any crap you didn't put on your party members. Oh, by the way, don't equip anybody with that Power Staff. You can sell it off for a pretty good price (it wasn't that great a weapon anyway). Now you should have enough to do some Level 4 Magic shopping. For your White Mage, the only worthwhile purchase is the Pure spell. Over in the Black Magic shop you can get your Black Mage Ice2 and Fast. Fast is a very useful spell, as it is one of the only effect spells that really do anything for you. It increases the amount of damage your Fighters will do in battle. This comes in handy when you start fighting serious bosses. Now that you have that out of the way, head into the western ocean, and to Melmond. 8.Melmond Okay, this place looks pretty run down. Turns out this vampire came in here and tore the town down. Because of this, there is no Clinic in this town. And before you ask, no this isn't the kind of clinic where you go to resolve unplanned pregnancies, it's the kind where you go to revive dead party members. Anyway, the best thing you can buy in this town is the Steel Armor for your Fighters. Unfortunately, it costs 45000 GP, so you probably won't be able to afford one, much less two, for quite a while. It's okay, though. While you're here, though, you might want to pick up Silver Bracelets for your Mages, and Iron Gauntlets for your Fighters (if they don't already have them). Wait a bit on the Magic Shops, you're about to do some level building that will add significantly to your bank account. OK, now that you're all suited up, leave Melmond, and head west, then down to the southern peninsula. Get yourself ready, and head into the Earth Cave. 9.Earth Cave This is the first dungeon in the game that can really be considered a challenge. Right now, just hang around the stairs leading outside,and walk around fighting enemies until you build yourself up to Level 15. You'll thank me later. By the way, make sure you keep backtracking to Melmond when you need to heal up. Once you're on Level 15, make your way down to the third basement. Don't worry about raiding every chest in the place, there's really nothing worth the trouble you'd get if you got sidetracked. Once you get down to the third basement, fight the Vampire. This fight is going to be really easy. Fighters fight, Black Mage uses Fir2, and White Mage uses Hrm2. He should go down in the first round. Now that you've made the Vampire an unundead, go out the back door, and down the tunnel. You come to a chest and a plate covering a hole in the ground. This is presumably the vampire's outhouse. Don't worry about the plate just yet, just grab the ruby from the chest and get out of here. Head northwest to the Titan Tunnel. 10.Titan Tunnel & Sarda's Cave That big blue guy in your path is the Titan. You can't fight him, the only way to get by him is to give him that ruby you just got out of the Earth Cave. Make sure you grab the stuff from the treasure room south of the western exit. You probably don't need any of this stuff, but at least you can sell it off for a couple bucks. Go up the western stairs, and head around the corner to Sarda's Cave. Talk to the old man in there (presumably Sarda), and he'll give you his rod. No, not that rod, the kind you use to break the stone plate in the Earth Cave. Make your way back out and through the Titan Tunnel. But before you go running back to the Earth Cave, stop back in Melmond for a little magic shopping. The White Mage can learn Cur3, Hrm3 and Life, all of which will probably be very useful in the coming parts of the game. For your Black Mage, get Fir3. None of the other stuff is worth it. Now head back to the Earth Cave. 11.Earth Cave OK, head back down ot the Vampire's outhouse, and break the plate with your rod (hahaha). OK, now head down to the catacombs of the Earth Cave. Again, no treasures here to speak of. Just get all the way down to the fifth basement, and talk to the orb standing in your path. Oh, by the way, when you do this, Lich, the Fiend of the Earth attacks you. Hope you healed up before you did it! Anyway, this shouldn't be that tough a fight. You know the routine:Fighters fight, Black Mage casts Fir3 (if he can, if not use Fir2), and the White Mage uses Hrm3 (or Hrm2 if Hrm3 is not accessible). Lich only has 400 HP, so he should go down after a couple of rounds at the most. Walk straight ahead, and the POWER OF THE EARTH IS RELEASED!!!!!! And guess what? YOU DON'T HAVE TO BACKTRACK ALL THE WAY OUT OF THE CAVE!!!! This is true every time you fight a Fiend (yes, there are three more). Just walk straight ahead, and you'll be magically transported outside. Now head back to your ship, and head around the southern part of the continent. This is going to be a long trip. You want to go all the way east across the world to the eastern side of the continent. You can check your progress by pressing select and B simultaneously (this brings up a map of the world as long as you're in the outside world). Park your ship in the conveniently positioned port, and head west, around the crescent shaped lake to the aptly named town of Crescent Lake. 12.Crescent Lake Now here's an interesting town. Fairly small, and it has twelve old guys hanging out in the bushes. You probably won't be able to afford anything in the stores just yet (you'll notice the sharp increase of the price of magic in this place). So just go out the hole in the wall in the northeast corner of town, and talk to the Cult of....I mean, the Circle of Sages. Actually, none of them really say anything particularly interesting, just grab the canoe one of them gives you and run. Go up the river and enter Gurgu Volcano. 13.Gurgu Volcano You probably knew this was coming, but it's something you just gotta do. It's level building time. This time the magic number is Level 20. You know to back out and heal up at an inn when you have to, so I won't remind you. Now that you've built yourself up a bit, your wallet has probably gotten a little fatter, so before you try to go through the Volcano, head back to Crescent Lake. Here's your shopping list: Fighters:Silver Axe, Armor, Shield, Helmet, Gauntlet White Mage:Inv2 Black Mage:Lit3 Hopefully, you'll have enough to get all this stuff. If not, you should after going through the Volcano. So head back there, and enter at the top. By the way, I hope you brought along 99 Heal Potions, because this place has lava floors, which drain your HP for every step you take on them. In basement 2, you can grab a bunch of great treasure. There's a Giant Sword, a Silver Axe and some Silver Helmets (in case you didn't get a chance to get this stuff in town before). Keep heading down, making sure to grab the Ice Sword on the 4th Basement (the second part, not the first). Once you get down to the 5th Basement, make sure to grab the Fire Armor in the room in the west, then head into the southwest room. Hmmm, another crystal ball. Well, maybe this one doesn't have a really tough enemy in it, let's....oops. It does. Hope you're healed up. Because now you get to fight Kary, the Fiend of the Fire. Since you presumably put the Ice Sword on one of your Fighters (this being a FIRE cave, after all), just have the Fighters fight, Black Mage uses Fast on each of the Fighters, then use Ice3, and the White Mage casts Inv2, and then heals injured warriors. This one should be over pretty quickly, just like the fight with Lich. Walk forward, releasing THE POWER OF FIRE!!!!! Now walk up on the altar and get transported outside by Princess Sara Transit Co. Now, you probably figured that after beating the Fiend, you were done in this region, right? Right? Wrong. There's one more thing to do here. First, head back to Crescent Lake to heal up, then get in your ship and head further up the eastern coast, until you come to a little bay. Sail up to the mouth of the river, at which point you start canoeing. Follow the river to another cave. This is the toughest cave you've been to so far, so you had better be ready. When you are, enter...... 14.Ice Cave This cave is diametrically opposed to the cave you were just in. Fortunately, the Ice Sword won't do any less damage because you're in an ice cave, it just won't do extra damage like it would when fighting a fire enemy. So follow the hall, and go down the stairs. Go down another floor, and then up the stairs on the other side. Now here's the trick. Enter the treasure room, grab the Flame Sword out of the chest (which you should obviously put on whichever Fighter is not using the Ice Sword). Now, you jump in the hole that is furthest to the northwest. Walk one step south, and you'll be attacked by a large mob of undead enemies. Make sure you have Fighters fight, White Mage use Hrm2, and Black Mage use Fir2. Don't bother trying to run, there's so many of them that you'll probably have your entire team paralyzed before you get a chance to escape. Your best bet is to attack them right off. Once you're out of the room (don't go back in), you have a choice. The treasure room to the west of the room you just left has Ice Armor, and the southern treasure room has about 40,000 GP in it. You can go grab this stuff if you feel up to a few more random battles, but if you feel you don't need it, just head up the stairs in the southeast part of the floor. Whether you decide to get the treasure or not, when you go up the stairs, go into the room to the east of where you pop up, and jump in the hole there. You will now be in the middle of the treasure room where you first jumped in a hole. Before you grab the chest, though, heal up, you have a fight. Go ahead and walk over to the chest, in front of which you will be attacked by the Eye. He has the same Rub spell Astos had. hopefully, you'll survive it. The Eye is undead, so Fire and Harm spells will knock it out of commission pretty quickly. Once it's dead, grab the Floater out of the chest. Unfortunately, unless you have access to the Exit spell (which you should have gotten back in town), you have to jump back down the hole. Work your way back up to the floor with the single hole in the floor, but instead of jumping in it, this time you should go up the stairs to the northeast of that room. This will lead you back outside. Of course, if you had the Exit spell, you wouldn't have had to go through all that, but after all, I DID tell you to get it. This'll teach you to listen to me. Anyway, head back to your ship, and sail south to the desert in the southeastern part of the continent. Sail up the river, and then climb out onto the western shore. Head into the desert and use the Floater. This will give you access to the ultimate form of transportation (in this game, anyway), the airship. You can pretty much forget about your ship now, you really don't need it anymore. The airship can take you anywhere the ship can, only to more places and faster. Oh yeah, and there's no random encounters while in the airship. Right now, head to the northern half of the world. You should see a group of islands in (roughly) the middle of the northern sea. Head ot the east of this, and park at the only dry spot, all the way at the western tip of that big long peninsula. You know have to trek all the way east, then wrap around and come back west on the southern part of this area. You will come to the aptly named Castle of Ordeal. Hope you brought a House to rest and save. Head inside. 15.Castle of Ordeal Okay, basically this is more a puzzle solving place than a "fight your way through and defeat the evil monster at the end" type of place. the guy in the entrance tells you that possession of the crown is required, but since there's no way to get here without having the crown in your possession, I guess that doesn't really matter much. So walk onto the throne in the northwest corner, and get transported to the second floor. Now, this is the puzzle part of the castle. You have to walk into the pillars, which will transport you elsewhere in the castle. I'll let you figure this one out. It's really just process of elimination. By the way, make sure you grab that Zeus Gauntlet from the chest in the northeast corner. Once you get to the end, you should find stairs leading to the third floor. Okay, the chests on this floor are optional, as there's really nothing supremely breathtaking to find. Oh, except for the chest in the throne room at the end. Oh, I guess there is an evil monster at the end. He's not that tough, just use your Fire and Harm spells on him (he IS undead, after all). Now just grab the tail, walk onto the throne, and walk out the front door. Now head to the islands to the west. Search them through (there is a lot of gold for the taking here), and when you're done, go talk to Bahamut, the King of the Dragons. He will be so impressed by your acquisition of the Tail, that he'll upgrade your classes for you. This means that your characters will now be able to use all the higher level weapons and armor that they couldn't use before. Here's a list of the class changes: Fighter----->Knight Thief------->Ninja Black Belt-->Grand Master Red Mage---->Red Wizard Black Mage-->Black Wizard White Mage-->White Wizard Before you do anything else, hop into the airship and return to Crescent Lake. Go get the Exit spell for your White Wizard. The reason I didn't tell you to do this before is because only the White Wizard can use it, not theWhite Mage. Now that that's done, get back in your airship and head to the north-central part of the desert to your west. 16.Various Tasks of Preparation Park on the grass, then head to the small patch of desert next to you. Hopefully, you have enough gold to buy the Bottle. Once you get it, select it on the item screen, releasing the fairy. And yes, this does have a point. Now, jump back into the airship, and head west until you come to another continent. Go to the northeastern tip of said continent, and park in front of the little village nestled in the mountains. Enter the village of Gaia. Several things of note here:firstly, the weapon shop has the most powerful weapon for the Black Wizard, the Catclaw. It's pretty expensive, and depending on how much hand-to-hand combat you have your Black Wizard do, you may decide he doesn't need it. Also, in the armor shop, you'll find the Gold Bracelet, which is the most powerful armor in the game for Mage/Wizard characters. There was one in the Castle of Ordeal, but if you didn't get it there, you can pick it up here. The magic shops have some pretty good buys, too. This town has both Level 7 and 8 shops. For the White Wizard, the Level 7 shop has Cur4 and Hrm4, and the Level 8 shop has Wall. For the Black Wizard, the Level 7 shop has Ice3, but the Level 8 shop doesn't really have anything worthwhile. Now, head into the back woods, until you come to the spring. That fairy hanging out there was the one you released back at the Caravan (it must be in pretty good shape to have flown all the way back here). Talk to it and it will give you Oxyale, which will allow you to breathe underwater. In case you're wondering why you'd want to do this, the answers will come, all in good time. You're done here, so get back in the airship, and head back to the desert with the Caravan in it. But instead of parking here, go park by the river to the south of the desert (interesting how such a large desert is so close to the ocean and a river, isn't it?). Now, ride your canoe to the east, and up the river. You'll pass by a town, stop in if you need to heal up, but otherwise just continue north until you row into a waterfall. It's okay, go in. Wow, a cave behind a waterfall. Who'd have ever thought. What a surprise. Never seen one of these before. Well, work your way as far west as you can go, then as far south as you can go. Enter the room, but be prepared for a battle when you go in. As soon as you get attacked, let loose with the most powerfull attack magic you have. You should wipe the entire enemy group out in one or two rounds. There's lots of great stuff in here. There's about 25,000 gold in here, along with Defense, a powerful sword, the Ribbon, which prevents status afflictions on whatever character it is equipped on, and a fairly useless staff. But the REAL treasure of this place is in the possession of that robot over there. Go talk to it, and it will give you a cube. Either fight your way back out, or go the convenient route and use the Exit spell. Once outside, go back down the river, and head into the town on the east bank. 17.Onrac & The Sea Shrine Now here's the most convenient thing in the game:a dungeon whose entrance is in a town. Onrac itself is pretty plain, there's no weapon or armor shops, and the magic shops don't have anything worthwhile. Luckily, there is a clinic and an inn (both of which you should be able to afford very easily at this point). Now, the biggest reason this is a convenient place to put a dungeon? Because (you guessed it) IT'S LEVEL BUILDING TIME!!!!! And I'm sure you've guessed by now that the lucky number this time is 25. The levels should go up pretty quickly, the monsters are a bit of a jump from the last level building expedition in Gurgu Volcano. Once that's done, you have a choice. See, you start the Sea Shrine on the third of five floors. There's stuff you have to do both up and down. If you go up, you can pick up a bunch of great weapons and armor, and also a very important item. If you go down, there's still a few items, but the main focus of the lower levels is another major battle. My advice:go up first. The stuff you find up there will help you with the battle you are about to face. Anyway, to go upstairs, find the stairs in the northeastern part of this floor. On this floor, make sure to grab the Opal Armor and Light Axe, then head up to the fifth floor. Lots of cool stuff up here. Aside from conversation with the paranoid mermaids, there's about 22,000 gold, plus Opal Helmet, Gauntlet, Shield and Bracelet, all top shelf armor. Oh, yeah, there's also the slab. Finding it is a bit tricky. What you have to do is go to the northwest corner of this floor, and follow the bridge, which will wrap around and come out on the eastern side of the room. The slab is in the treasure room you come to. Now, you'll probably need to rest up, so get out of the Sea Shrine, hit the inn, then head back in. This time, go down the satirs in the northwest corner of this floor. From here on, it's mostly small floors, so keep going until you end up on the second floor (come on, you can keep count!). You start in the east. On this floor, you can pick up about 40,000 gold, plus another Light Axe and another Ribbon. Now, after getting that stuff, go down the stairs in the northeast part of the floor. Make your way west, through the chambers, until you come to a room with another orb. I'm sure that by now you know to be healed up, so do that, and then talk to the orb, making Kraken, the Fiend of the Water, appear. Again, as long as you keep your HP up, you should be okay. Black Wizard casts Lit3, Fighters attack, and White Wizard heals or whatever. Once you've defeated the Fiend, walk forward to release THE POWER OF THE WATER!!!!!!! Just walk straight ahead, and get teleported back outside. Hop back into the airship. Your destination this time:Melmond. Bet you thought you were done with that place, didn't you? Well, now that you have the slob...I mean, slab, go talk to Dr Unne, who will teach you how to speak Lefeinish. This will come in handy, because you're about to go to Lefein. So get back into your airship, fly north until you get to the northern continent, then fly west. Once you hit the eastern shore of the continent, fly north until you find a landing spot. There's only one, by the mountains. Land there, and make your way south to the City of Lefein. The man in hte eastern part of town will give you the Chime, which will give you access to the Mirage Tower. But before you go, squeeze through the break in the wall in the northeast part of town, and keep going east until you reach a couple of magic shops. Inside these shops, you will find the two most powerful spells in the game. For your White Wizard:Lif2. For your Black Wizard:Nuke. Once you pick those up, get out of here, head back to your airship, and fly into the western desert. Find a parking spot on the eastern side of the desert, and walk out, and search for the Mirage Tower. It's kind of in the center of the northern half of the desert. Now that you have the chime, you can enter. 18.Mirage Tower Okay, I know you're sick of it, but this is the last time you'll have to do it. More level building. Build up to Level 30, and you should be set for the rest of the game. Just walk straight through the door in front of you, and pick up all the treasure. The Aegis Shield is the best shield in the game, make sure you grab that and put it on your fighter. Now if you walk south through the door to the left of the one you came in, you can go upstairs from there. On the second floor, work your way around the loop, and go into the treasure room. This place has a TON of gold, plus the Dragon Armor, the most powerful armor in the game, the Sun Sword, and Thor's Hammer, which you can equip on your White Wizard. Head up the stairs to the third floor, and be prepared for a battle when you enter the room. You will be attacked by a blue dragon. Just keep your HP up, and use physical attacks, and he should go down pretty quickly. Walk into the transporter, and go up to the Sky Castle. 19.Sky Castle This place is a smorgasbord of cool stuff. As long as you're careful in battle, you should be fine. On the floor you start on, the gold is the only important stuff. Once you go upstairs, MAKE SURE YOU GET THE ADAMANT FROM THE SOUTHWESTERN ROOM!!!!!! This item will be VERY important VERY soon. Other than that, grab the gold, the Opal Gauntlet and Shield, and the Ribbon, then head upstairs. The third floor has some gold, but unless you're really hurting for cash, forget about it and just head upstairs. The fourth floor is a bit tricky. Go east two intersections, then down two intersections, and you'll find the transporter upstairs. Now, this is the most dangerous part of the Sky Castle. There's a very slim chance, but you may get attacked by Warmech, one of the most powerful enemies in the game. If you see him, RUN! Other than that, just cross the bridge into the fourth, and final, orb room. Heal up, and approach the orb, releasing Tiamat, Fiend of the Wind. Tiamat is the toughest battle you've faced so far (unless you happened to fight Warmech). You know the drill:Fighters fight, Black Wizard uses Nuke (or other high level magic spells if Nuke runs out), and White Wizard heals. After you've defeated Tiamat, walk forward to release THE POWER OF THE WIND!!!!!!! Walk forward, and transport outside! Hey....wait a minute. Now you could've sworn you beat all four Fiends and restored the elements to their full strength, right? You've slain every evil creature from Gurgu Volcano to the Sea Shrine, but you're still in "haven't beaten the game yet" mode. What gives? Well, there's only one place you can go to find out. Return to Crescent Lake, and speak with the Cult of...I mean, the Circle of Sages. It appears that, although you have defeated the Four Fiends, the root of all the evil is in the past. But how do you go about defeating this evil? Well, think of this. Look at a map of the Final Fantasy world. Find the Sea Shrine. Now find the Earth Cave. Now find the Mirage Tower. And now find Gurgu Volcano. Notice how they seem to form the corners of a square? You got a clue if you looked out the window on the third floor of the Sky Castle. If you look at the center of the area between the four altars, you will notice something. You will notice that in the exact center of the four altars is....the Temple of Fiends. But first you must get prepared. Go to the Dwarf Cave, and talk to the blacksmith. Finally, you have brought him the adamant, the material necessary to forge the legendary sword, Xcaliber! Equip it on one of your Fighters, and head over to Coneria. Stock up on Heal and Pure potions, revive any dead characters, and go to the inn. Make sure you equip all your most powerful weapons and armor, have all the spells you will need, sell off any excess stuff you won't need, and any other preparations you need to make. Once you're ready, head up to the Temple of Fiends and enter. Walk into the room where you battled Garland so long ago. If you talk to the bats, you will find that they are the Sky Warriors who had disappeared many years ago. Walk up to and examine the black orb, which will disappear, opening the Time Gate. Step in....and meet your destiny. 20.The Temple of the Past This is it, the final dungeon. I hope you are on the level I told you to get up to, because you won't have much of a chance if you aren't. You can't run from most of the enemies in the first part of this place, so be ready for a lot of battles. Make your way up to the third floor, and enter the room in the center of the floor. Inside you will find two chests with a lot of gold in them, which are pretty useless to you now. Skip them, and check out the plate in the center of the room. Unfortunately, you can't break this plate with Sarda's rod. So what will get rid of it? Hey, I have an idea! What about that Lute you got at the beginning of the game that you never use? Give it a try, and the plate will disappear. Head down to the basement of this place. Hey, something strange is going on here. You saw all these enemies in the Earth Cave! What are they doing here? Well, if you go to the stairs in the southeast corner of the floor, you'll have your answer, as you will be attacked by Lich, the Fiend of the Earth. At this point, beating him should be pretty easy. With physical attacks alone, he should be gone in two or three rounds. Go downstairs, and all of a sudden you will start getting attacked by fire enemies. If you make your way to the stairs, you will again do battle with Kary, Fiend of the Fire. Again, just beat her down with physical attacks. After Kary goes down, you go down...stairs, that is. Here you will be attacked by water monsters. I think you know what this is leading to, so get to the stairs, and fight Kraken, Fiend of the Water. In addition to physical attacks, throw in some Lit magic. After defeating him, go downstairs again, where you will again do battle with enemies from the Sky Castle. But instead of making straight for the stairs, go into the southeast cube, and follow the long path to the treasure room. Go inside, and take the Masmune. The Masmune is the most powerful sword in the game. Equip it on whichever Fighter doesn't have Xcaliber. Now, return to the main part of the floor, and fight Tiamat, Fiend of the Wind. Defeat him again, and downstairs to the final floor. Well, here you are. You know the drill, heal up, and head in. Wait a minute, you walk into the final room in the entire game, and GARLAND is in there?!?!?! It seems that the Four Fiends sent him back in time after you defeated him. And now he wants to pick another fight with you. Well, he asked for it! When he attacks you, he turns into the all-powerful Chaos. To start off, have the Black Wizard use Fast on both Fighters, then have him use Nuke. White Wizard casts Wall on everybody to weaken Chaos' spells, and the Fighters will attack. Restore HP as needed. This is the final boss, but he's really not that tough. Just stick to the strategy I laid out for you, and you should win. Well, I hope you enjoy the ending. After spending all this time building levels and having to listen to my atrocious sense of humor, you deserve to enjoy it. I also hope you enjoyed this, my first attempt at a walkthrough as much as I enjoyed writing it. I feel that this walkthrough is all- inclusive, but if you have any suggestions or (constructive) comments, feel free to e-mail me and let me know. Remember, I am not including a bestiary or lists of weapons and armor and stuff like that. But anything else you can think of, drop me a line and let me know. Stuart Carapola nanza@ny.freei.net