Panic Network

Walkthrough H1

Final Fantasy Walkthrough V.10
Finished: 10-28-02
Written by: David Callander

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This document is best viewed using WordPad at 800×600 resolution. I set
it to wordwrap to the ruler, so that hopefully if you want to print it
out (which I wouldn’t recommend as its well over 100 pages), it will
all come out without any problems as compared to my previous two FAQs.
If all the text is messed up, just set the wordwrap option in WordPad
to wrap to ruler, and it all should come into place.
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Its been a while since I last wrote/updated a FAQ, so I figured I’d do
one on another one of my favorite games, but this time around I have to
search way back to the early 90s (well 87 if you’re talking the time of
the Japanese FF release time). Yes back to the days of 8 bit graphics
and weak sound effects and music, but for some odd reason games were a
lot tougher back then. Ok well anyway I’m talking about Final Fantasy
for the old NES system. There wasn’t many other RPGs around back when
this game first game out, save for maybe Dragon Warrior which is one
I remember off the top of my head along with a few others, if anyone
else can remember what was around or wasn’t 12 years ago feel free to
refresh my memory. Final Fantasy was a completely different game from
any previous RPGs of the time. The first major difference was the fact
that we (the players) could choose a party of 4 from 6 different
classes where the other games only allowed you to play as a single
hero. This in my mind is what made Final Fantasy a totally unique game.
You could go through the game with one party, say a Fighter, Thief,
Black Mage, and a White Mage, and then decide you want to do it
differently, and the game gave you that option. The game is also semi-
linear, but once you attain the canoe and airship, you can drastically
go about the game in a different order and do the events as you see
fit, but they all must be completed at some time, but you get to choose
when. As for the downside of Final Fantasy, I didn’t like the fact that
on the original cartridge you could only have one save game at any
given time. This made from some fierce competitions between my friends
and myself as to who was going to get dibs on the next game when we
went out with cleared the game with a different group every time. I
also believe that this was one of the hardest games in the Final
Fantasy series. The limit of 99 healing potions was a major bummer
given that a Knight with virtually no HP left could take almost all
of them to restore his HP at 30 per potion. Magic was another major
factor going into the difficulty of the game. Each spell was divided
into a level of magic with Fire and Lightning being Level 1 spells, as
to Nuke being a level 8 spell. Each spell level could only be used so
many times before it would be used up. 9 was the max times which you
could use any of the spells in each level, but they had to be worked up
from 0 to 9. Magic also had to be bought in the various stores, which
shouldn’t have been a problem except the huge amount of gold that they
started to cost (100 gold per level 1 spell to 60,000 gold per level 8
spell) when that could be spent towards outfitting your party with
weapons and armor and healing potions. If you could live through these
minor set backs and actually had the patience to play through the game
it turned out to be a pretty good game afterall.

If you have any questions or comments about this or any of my other 2
FAQS (Final Fantasy 2/4 or Breath of Fire, also found at Gamefaqs.com)
you can email me at Cal_96@hotmail.com

You may give this walkthrough to anyone you want as long as you do not
charge them for it, or edit it. You can put this walkthrough up on
your web page if you wish, following the same rules. If you have any
additions for this walkthrough such as corrected stats or something
which I may have missed and would like to share it with me, I will
include your name in the credits section at the end of the file.

I broke the walkthrough down into a couple of different sections so you
can just use Ctrl +F to find each section quickly and not have to
search through lines and lines of text to find a weapon or armor name.
This is how it will be broken down:

Section I: Character Classes
Section II: Walkthrough
Section III: Item List
Section IV: Magic List
Section V: Armor List
Section VI: Weapon List
Section VII: Monster List
Section VIII: Credits

Revision History:

Version .10 (??-??-??)

This is the first version of the walkthrough, so there is nothing to
report about adding or deleting from the walkthrough. Please refer to
this section for changes in future versions.

*———————————————————————*

Section I: Character Classes

Here is the basic breakdown of the 6 classes which you can start with
in Final Fantasy. (Yes I know there are 6 more once you get your class
changed but I’ll include those below the lower class since you can’t
start with them in the beginning.)

1. Fighter

Advantages: The Fighter class is perhaps the strongest class to begin
with early in the game. His HP and strength ratings are very high,
allowing him to be the workhorse of your party. He can equip most
weapons and armors, adding greatly to his combat potential. As he
levels up, he’ll start to multi-hit in which he can get 2 or more
hits on his foes while fighting, greatly increasing his damage. His
defensive powers come mostly from the heavy armors which he can use
reducing the damage he takes as compared to the rest of the party.

Disadvantages: While the Fighter excels in combat, he does need the
support of others outside combat. His high HP means he needs several
potions or spells cast upon him to be fully healed compared to the
other classes. Another disadvantage he suffers from but addes to his
advantage is the cost of keeping him upto date on weapons and armors.
This can rapidly drain your gold supply especially if you are the type
which likes to bring along the added strength of a second fighter.
Fighters can be left alone as far as upgrades go for a while, but if
you want to get the most from them, you’ll need to keep them well
equipped.

1a: Knight

Advantages: The Knight is nearly the same in all aspects as the
Fighter, but can now use a few simple White Magic spells up to
level 3, including Cure and Cur2 (Cure 2). He can know equip all
the strongest weapons and armor in the game, which the Fighter
class prevented him from doing. His strength also increases faster
(I think) and thus the amount of damage increases slightly faster
than that of the plain Fighter.

Disadvantages: Again the Knight suffers from the same problems as
the Fighter, mostly that of depending on others for healing him. His
HP grows so fast that using all of his magic upon himself will only
heal a small fraction of his HP. Be sure to keep a full supply of 99
healing potions on hand if he gets hurt too bad, or pray that you don’t
have to use Hrm3 or Hrm4 much on undead with your White Mage or White
Wizard incase you need to use Cur3 and Cur4 on the Knight.

2: Thief

Advantages: The Thief’s main advantage is his agility. He is quick
enough to avoid a lot of foes attacks, (at least I think a high agility
rating is part of how the game computes your evade and hit % besides
weapons and armor) and allows him to be fairly accurate when attacking.
He also attacks faster than the rest of the party, so he can be useful
in giving out heal potions if someone is in immediate need of a potion
and you don’t want to risk using a slower member to heal them. He can
use a fair selection of weapons, but is not nearly as strong physically
as the Fighter. He can cause more damage than any of the Mage classes,
so he should be used mostly for fighting. He does gain a fair amount of
HP, so he should remain up front in the line to try to take some of the
hits for the weaker members.

Disadvantages: The Thief’s main weakness comes from his lack of decent
armors available to him. This means he will get hit harder than a
Fighter, and will probably need to be healed more often. The best armor
which is available to him cheaply is the Wooden Armor which can be
bought in the first town, but it becomes obsolete very quickly. You can
buy him bracelets to increase his odds of survival, yet the Mages need
the bracelets and spells more, so if you want to spend a little extra
time earning some gold or not, that is really up to you to decide.

2a: Ninja

Advantages: The Ninja is far more capable than the Thief was, yet
retains most of the same advantages. He is now able to equip better
weapons and armor, not the strongest to be found but they are near
the top in quality. He can also now use up to level 4 Black Magic
including all the basic combat spells up to Fast and the 2 attack
spells (Fire, Ice, Lit).

Disadvantages: The Ninja suffers much like the Fighter and Knight in
terms of weaknesses. He requires others to heal him during and after
combat. His HP though it increases while he is a Ninja isn’t all too
high because of the time spent as a Thief. For some reason or another
he seems to suffer badly towards the affects of spells, and takes more
damage than everyone else. I can’t quite explain how this one happens
as there is no stat for defense against magic except maybe for a low or
hit INT rating, but if that was true, the Fighter/Knight and Black
Belt/Master should suffer the same way.

3: Black Belt

Advantages: While most people don’t consider fighting with your hands
as an advantage the Black Belt can put most critics to rest about this
method. The Black Belt is almost as strong as a Fighter in terms of
physical power, yet he doesn’t benefit from the use as weapons, and
thus he takes a while to get on the same level. However, the Black
Belt is still a powerful part of the party should you decide to bring
one with you. His HP is very good, but his defense also increases as
he levels up, meaning you won’t have to spend much money on his armor,
because after a certain point, equipping armor actually takes away from
his defense and evade %. Weapons will also take away from his damage
and hitting %, yet they last slightly longer before this effect starts
to come into play.

Disadvantages: The main disadvantage to the Black Belt could be his
lack of being able to wear armor and weapons. Of course he will make
up for it eventually, you must spend time levelling him up to outgrow
this problem, which isn’t as easy as it sounds. He will probably need
the most healing at first out of the three basic fighting classes.
He also cannot use magic so he requires the assistance of others for
help. Other than these mishaps, I can’t think of anything else that a
Black Belt lacks in, almost like the other classes are in weaknesses.

3a: Master

Advantages: The Master is a vast improvement over the standard Black
Belt, in both damage and defense. He gains much more HP than before,
and his accuracy is much improved, and fighting is almost as if you
have that fourth member unlike before. His multi-hits are much better
(even as I’m writing this walkthrough I have a level 24 Knight
averaging 4 hits while my Master is averaging 6 hits) so his damage
potential can be much better than any other class before or after the
class change. Another strong point for him is that he requires little
or no space for weapons and armor, so he can hold special affect items
like the Mage Staff which uses Fir2 in battle, or the Heal Helmet which
uses the Heal spell, when others might be carrying too much to keep
them.

Disadvantages: One of the most costly disadvantages of the Master is
once again the fact that equipping armors reduce his defense. There is
only one piece of armor which must be equipped on all party members at
all times is the ProRing, which will make the Rub spell completely
useless, but it will reduce his defense quite a bit, and it will take
some time to earn it back, unless you have an extra 50,000 gold pieces
to buy him a Gold Bracelet to go along with the 20,000 gold for the
Ring. He also doesn’t gain the use of any magics unlike the Knight and
Ninja, while this doesn’t take away from him, it doesn’t add to his
offense (a Master with a Fast spell to use on his own or even an item
which he could use for it would be sweet *sigh*).

4: Red Mage

Advantages: The Red Mage has a unique advantage over the other classes
in the fact that they can use decent weapons and armor, and both White
and Black magic. While they cannot use every spell in the game or class
restricted magic (Harm is probably the most noteable of these spells)
or any of the level 8 spells, they can be a vaulable addition to any
party. His fighting power is equal to a Thief more or less, and with
the addition of two types of magic, you can make him either a healer
or an offensive type of character.

Disadvantages: The first and foremost disadvantage to using a Red Mage
is the cost of keeping him up to speed with both weapons and armor
along with his spells. While he can use both types of magic, he can
only use 3 of the 6 spells (6 only if they aren’t spells he can’t
use or level 8) so trying to decide on how to make him better fit
into your current party can be time consuming, and you cannot remove
a spell if you don’t like it, so try to decide wisely. While he is
the strongest of the three mage classes, his HP is rather low, and
he will need to be taken care of either by himself or anyone else
who has healing spells. Another downside is the fact that he doesn’t
gain spell levels as quick or as fast as the pure mage class will.

4a: Red Wizard

Advantages: The Red Wizard finishes what the Red Mage couldn’t. He can
now equip better weapons and armor, and can now use the higher level
spells. His HP increases slightly, allowing him to be used more as a
full fledged combat character rather than one to be used when healing
isn’t required. Since he is restricted to several of the various other
weapons which can’t be bought nor can he equip, he has plenty of space
in his inventory (at least 3/4 empty slots) for which he can hold the
magic casting weapons which he can use in combat while conserving his
magic and helping the other magic users conserve as well.

Disadvantages: The Red Wizard suffers from many of the disadvantages of
the Red Mage, though not as extreme. He can use better armor now and
requires less healing than before, plus he can use his own spells to
heal himself. Another problem deals with what to equip him with. He
can now use helmets and gauntlets, and while these are somewhat
defensive in nature, the ProRing lessens his defense and removes
one of this items so you’ll have to decide whether you’ll want him
immune to the Rub spell, or have a higher defense and evade rating.

5: White Mage

Advantages: The White Mage is the most defensive class in the game.
Focusing mostly on healing and defensive magic, the White Mage is
almost essential to the success of any party. Able to use all the
healing magic to be found, the White Mage can heal even the most
weakened of your party just a little at a time (Cure), to full
(Cur4) with one spell. The White Mage also excels in combat vs
the undead with the Harm group of spells, which hit all enemies
at once, but are ineffective against others, but if you wish to
save your Fir2 and Fir3 when fighting undead, go for Harm instead.

Disadvantages: The White Mage suffers severely in terms of combat
ability and defense. The White Mage can only use one weapon for
the longest of times, until you reach Crescent Lake to buy a Silver
Hammer (I tend to use the Iron Hammer over the Wooden Staff or Power
Staff for my weapon of choice), thus limiting offense badly. The White
Mage also doesn’t gain much HP per level, and with the lack of very
protective armor, it won’t take many hits to take down a White Mage, so
you’ll need to be careful and keep them near the back. You’ll also have
to watch the remaining magic available to the White Mage, as a magic
user without any remaining magic points available are not much use to a
party either on the field or during battle.

5a: White Wizard

Advantages: The White Wizard doesn’t have many advantages over the
White Mage other than the fact that they can now use the remaining
spells which the Mage couldn’t. A few new weapons are available for
the White Wizard to equip, or use in battle such as Thor’s Hammer
which uses Lit2 when held in battle, or the Heal Staff which uses
the Heal spell. Various new armors are also available increasing
defense to a more managable level, but not as much as needed.

Disadvantages: The White Wizard even with new found abilities still
cannot compete with other classes in combat, and with the lack of a
true offensive spell which will hurt all monsters instead of undead
only means that the White Wizard will have to depend on other classes
while fighting in order to succeed. The White Wizard still retains the
HP problem that the White Mage had, but with a few healing items
available that shouldn’t remain much of a problem other than the fact
that they can only be used while fighting.

6: Black Mage

Advantages: The Black Mage is the ultimate when it comes to attacking
foes in battle with his magic. Though limited in nature, the damage the
mages spells can do far exceeds the damage that an ordinary weapon
does. (At low levels this is mostly true, especially if you can find a
monster weak to a certain spell where is damage is increased.) The
Black Mage can use various types of Black Magic, ranging from the
standard offensive (damage) spells to combat reduction spells such
as Slow and Dark, to the immobilization spells like Hold and Stop.
Any one of these can give the party a decisive advantage, yet care
must be given when using these spells as not to eat away the remaining
magic points of any level as you may need them at a later time.

Disadvantages: The Black Mage is almost non-existant in terms of
offense and defense once his magic has been used. In this case it
almost seems that you are fighting with a party of 3 (or less depending
upon how many Black Mages or other Magic Users you have without magic).
The Black Mage has horrible HP, and has very few weapons to choose from
to fight with while you try to conserve your magic or he has run out. A
few magic using items are available, but not till much later in the
game, so it would be best to save up your magic for foes which are on
the verge of defeating your party. He doesn’t react well to hits, so
you should spend your gold on armor for him before his magics, as a
weaker attack spell will be more use to you than a dead magic user
which amounts to no spells at all.

6a: Black Wizard

Advantages: Now that the Black Mage is now a Black Wizard a few more
advantages open up to him. He can now use all the spells without
restriction (other than the fact that you can only buy 3 per level
and up to 9 times) and he now has a new weapon available for him. Upon
reaching Gaia, you can purchase him a CatClaw for the one-time price of
65,000 gold. While this costs more than a level 8 spell, it soon pays
for itself. The weapon greatly increases his attack power over what it
was, he can now damage enemies in battle without the use of magics.
(Well low level magics that is, its not like we’re talking the power of
a Knight, Ninja, or Master here.) A few new armors are available for
his use, adding a few precious points to his absorb rating.

Disadvantages: The Black Wizard is not much different than the Black
Mage in terms of disadvantages. His HP is not very high, almost to
the point of pointless where he could have 1 HP would not be much
different than 250 HP (ok so I lied but sometimes I wonder what
the point of him even gaining HP is considering the amount of
damage that some of the later monsters can inflict in one hit) when
you may take several hundred damage from a physical hit and most
certainly a spell like Nuke or Nuclear (shakes his fist @ Warmech)
which can even down a Knight at full health. Again once he expends
all his magic he is not much use to your party unless you have the
magic using items (see further below in the walkthrough for a full list
of these items) it would best not to expose him to harms way.

Now that you have some information on the strengths and weaknesses of
each class, its time to decide which four you will form your party
from. The party I have had the most success with though more costly is
two Fighters, a White Mage, and a Black Mage. I have also used the
parties of a Fighter, Black Belt, White Mage, and Black Mage, plus
Fighter, Thief, White Mage and Black Mage. One of my parties which
worked but to a weaker affect was a Fighter, Red Mage, White Mage,
and Black Mage. There are so many different combinations to choose
from, and I honestly do believe that every party will work, but some
will require more time than others. For the purpose of this walkthrough
I will use the 2 Fighters, White Mage, and Black Mage party, though I
will try to be as informative as possible with all aspects of possible
parties and stradegies for going through the game.

*———————————————————————*

Section II: Walkthrough

1. Coneria (Town and Castle)

Key Items: Lute, TNT*

Items (Castle): Iron Staff*, Sabre*, Silver Knife*, Iron Shield*, Iron
Armor*
*: These items require the Key to pick up.

Monsters: (Outside up to the Temple of Fiends)

Imp, GrImp, Wolf, MadPony, Bone, Creep, Spider

After you have selected your party, you will begin outside the town of
Coneria. While it looks rather large, its not that big. Each of the six
small building like places actually lead into the same town, so it
doesn’t matter which one you enter. If you choose to enter the castle
you won’t find any items though but you will gain some information. It
seems that the Princess has been kidnapped by someone named Garland who
was supposed to be a good knight until recently. You’ll also learn that
the King is looking for someone known as the Light Warriors and the
guards wonder if you are them. If you talk to the King, he’ll ask you
to save the Princess, who is rumored to be locked away in a temple to
the Northwest. This is some interesting news, so it would be best to
enter the town and buy some equipment before heading out to explore
this lead.

Coneria Town:

Items: None

Weapon Shop:
[Wooden Staff: 5 GP]
[Small Dagger: 5 GP]
[Wooden Nunchuck 10 GP]
[Rapier 10 GP]
[Iron Hammer 10 GP]

Armor Shop:
[Cloth: 10 GP]
[Wooden Armor: 50 GP]
[Chain Armor: 80 GP]

Item Shop:
[Heal Potion: 60 GP]
[Pure Potion: 75 GP]
[Tent: 75 GP]

Clinic: 50 GP

Inn: 30 GP

White Magic Shop: (Level 1)
[Cure: 100 GP]
[Harm: 100 GP]
[Fog: 100 GP]
[Ruse: 100 GP]

Black Magic Shop: (Level 1)
[Fire: 100 GP]
[Slep: 100 GP]
[Lock: 100 GP]
[Lit: 100 GP]

The first thing to do upon entering the town is to gather some more
information. It seems that the people in town have also heard about
the Princess and ask for your help to rescue her. It seems that a
sage known as Lukhan used to live in Coneria and has now moved to
a different town named Cresent Lake. It seems that he had a prophecy
in which four warriors called the “Light Warriors” will appear to save
the world. While it is not known who exactly the “Light Warriors” are
several people appear to believe that they are your party. After
talking to everyone head to the weapon and armor shops to purchase some
equipment. (Unlike the other Final Fantasy games, you start this one
out with nothing.) Since its the closest shop I will start out with the
Weapon Shop. First you should buy a Small Dagger for your Black Mage(s)
and an Iron Hammer for your White Mage(s). If you have a Black Belt in
your party, buy him a Wooden Nunchuck if you want, or you can pass it
up if you wish. For your remaining party, (Fighter, Thief, Red Mage)
buy as many Rapiers you need to outfit the rest of the group with
weapons. Next head over to the Armor Shop which is just next door to
the left. The first thing to buy is a Cloth for your Black and White
Mage(s). If you have a Black Belt or Thief, buy them the Wooden Armor.
For Fighters and Red Mages buy the Chain Armor which is about the best
around for the time being. Seeing as how each party is different you
will have a varying amound of gold left after your purchases. With my
party (2 Fighters, Black Mage, White Mage) I had 185 GP left. Next its
time to visit the Magic Shop. I tend to go on the offensive nature
right away, so I usually buy Cure and Harm to begin with, and if I have
any gold left over, I head to the Black Magic store and buy Fire and
Lit. The remaining White Magic choices Ruse and Fog is really up to you
on what to buy, but I prefer Fog. It raises the defense of the target,
while Ruse is caster only and it rasies your Evade %, which almost
seems to be pointless at the beginning of the game, as the enemies hit
a lot regardless of what that number is. On the other side of the coin,
for Black Magic, you have Slep or Lock as a final spell. I would have
to say Slep here, as Lock just makes it easier to hit and it also has
a chance to fail and it only works on one target, where as Slep can
fail but it also renders the target unable to do anything. Again its
your choice as what to buy. This is usually what I buy spell wise, and
given I’m the type to go into a battle swinging away:

White Mage: Cure, Harm, Fog
Black Mage: Fire, Lit, Slep
Red Mage: Fire, Lit, Cure

If you run short of gold, head out and hang around Coneria and slay
some Imps of Wolves, but try not to head out towards the Temple to
the Northwest yet, as some tougher (maybe too unfair) monsters reside
up there and can turn a weak party into nothing rather quickly. Once
you reach level 2 or 3 if you are really broke, head towards the
Temple.

2. Temple of Fiends

Items: Cap, Cabin, Heal Potion, Rune Sword*, Were Sword*, Soft Potion*
*: You need the Key to obtain these three items.

Monsters:
Ghoul, Imp, GrImp, GrWolf, Bone, Spider, Zombie, Creep

Boss: Garland

This is a rather large building, but what you can actually do is
limited. First head off to the west to get the Cap from the lone
treasure box and equip it on one of your mages. Then head north
and get the Cabin and Heal Potion from the treasure boxes there. You
may want to hunt around for a while till you reach level 3 if you
haven’t already, or if you just want to earn some extra gold. This
is a good place to put your Harm spell to work, as a few of the
monsters (Bone, Ghoul, Zombie) are undead and this attack spell
will hit them all. If you run into a Creep, prepare for perhaps
the toughest monster which roams around in the Temple, except maybe
to a GrWolf as both are very tough to deal with. When you are ready,
make your way directly north from the beginning (exit depending on
which way you are going) of the Temple, and talk to Garland. He’ll
throw some taunts at you and you’ll have to fight him.

****************************************

Garland

HP: 106
Weakness: None

Garland isn’t very hard to beat. His attacks tend to be more dangerous
towards your mages, but against everyone else they are not likely to be
fatal unless they are already weakened or he manages to get a critical
hit (yes even low monsters can achieve critical hits). I tend to have
my Fighters, Thieves, and Black Belts attack. I have the Red and Black
Mages cast Fire or Lit on him, your choice and both do about the same
amount of damage. I have my White Mage cure any weakened party members,
or attack. After about 2 to 4 rounds or so he’ll go down and you’ll get
a nice chunk of Exp and Gold from him.
****************************************

After defeating Garland, if you want to wander around and slay some
more monsters you can do so, or if Garland busted you up bad, talk to
the Princess and she’ll thank you for saving her and you’ll be
telported back to Coneria Castle. If you talk to the King he’ll thank
you for saving the Princess, and tells you that he has ordered a bridge
to be built to aide you in your quest. If you talk to the Princess, she
also thanks you for saving her, and gives you the Lute, which she says
has been passed down from Queen to Princess for 2000 years and it may
come in handy. Having completed your current task, you should head back
to town to visit the Inn and save your game after your fight with
Garland. Upon talking to the townspeople now, most of them thank you
for saving the Princess, but two offer you some new leads. One of them
tells you about Motoya a witch who lives to the north who needs
something called a Crystal (I’m sure everyone knows what a crystal is
but the game is unclear as to whether its a normal crystal or a crystal
eye or what not) to see, and another tells you about Pravoka, a port
city to the east of Coneria. Now that we have some leads, lets go
across that new bridge which the King had built.

3. Motoya’s Cave and Pravoka

Monsters: (North Across the bridge to Motoya’s Cave and to Pravoka)
GrImp, Ogre, Creep, Wolf, GrWolf, Imp, Iguana, MadPony

You can do this part of the game either way, or you may skip Motoya’s
Cave altogether (at this time anyway). Motoya’s Cave lies directly
north from the bridge which lead here. There are a couple of nasty
monster groups which reside together, and these include the Ogre and
Creep combo which can range from an Ogre to a single Creep to an Ogre
and three Creeps, or two Ogres together. While these offer great exp
and gold, they can also be dangerous as well. After passing a forest
and two small rivers you’ll come to Motoya’s Cave.

3a. Motoya’s Cave

Monsters: None

Key Item: Crystal*
*: You can’t obtain the Crystal until much later in the game, but I
figured I’d mention it since you were here.

Items: Heal Potion x2, Pure Potion

There isn’t a lot of news to be found inside this cave. A few brooms
are walking around and if you talk to them, they appear to be talking
jibberish. In fact if you take what it says, “TCELES B HSUP” it is
actually means “PUSH B SELECT”. By doing so on the world map, it opens
up a map of the entire world, showing your current location and all the
towns and other places you can enter are shown by flashing dots.
**Interesting tidbits: Even though its pretty easy to see what the
broom is telling you, I forget the town now, but there is actually
a person that tells you that the brooms always talk backwards which
seems rather silly cause here you are talking to one right near the
start of the game still.** If you talk to Motoya it seems that she is
freaking out because someone stole her Crystal and she can’t see
without it.

3. Motoya’s Cave and Pravoka (continued):

Monsters: GrImp, Ogre, Creep, Wolf, GrWolf, Imp, Iguana, MadPony

With visiting Motoya’s Cave done it seems that the lead given to you
back in Coneria has gone cold. Its now time to follow up your other
lead about Pravoka. First you should head back to Coneria and rest at
the Inn and save your game. Once you have done this, head back across
the bridge again. Instead of heading north towards Motoya’s Cave, head
to the east. You’ll pass through a small swamp and across different
types of terrain, and eventually you’ll come to a place where you can
either go north or south. Keep going east as far as you can, then head
south, and you should see the town of Pravoka.

3b. Pravoka

Monsters: (Inside Pravoka)
Pirate x9
(Outside to the south and east)
Giest, GrImp, WrWolf, Ogre, GrOgre, Wolf, GrWolf, Scorpion, Iguana

Key Item: Ship

Items: None

Weapon Shop:
[Iron Hammer: 10 GP]
[Short Sword: 550 GP]
[Hand Axe: 550 GP]
[Scimitar: 200 GP]

Armor Shop:
[Wooden Armor: 50 GP]
[Chain Armor: 80 GP]
[Iron Armor: 800 GP]
[Wooden Shield: 15 GP]
[Gloves: 60 GP]

Item Shop:
[Heal Potion: 60 GP]
[Pure Potion: 75 GP]
[Tent: 75 GP]
[Cabin: 250 GP]

Clinic: 80 GP

Inn: 50 GP

White Magic Shop: (Level 2)
[Lamp: 400 GP]
[Mute: 400 GP]
[Alit: 400 GP]
[Invs: 400 GP]

Black Magic Shop: (level 2)
[Ice: 400 GP]
[Dark: 400 GP]
[Tmpr: 400 GP]
[Slow: 400 GP]

Upon entering Pravoka, the first thing you should do is head to the
Clinic to revive any defeated party members if needed, otherwise head
to the Inn to restore your HP and Magic and to save your game.
Something must be wrong in the town, if only two people can be seen
moving around, and one of them tells you that the town has been overrun
by pirates. It seems we have our next task at hand to deal with, but
first visit the shops to upgrade equipment and buy some new spells.
First you should stop at the weapon store. Nothing new here for the
Black Belt, or the Black and White Mages. For the Fighters or Red Mage,
buy the Short Sword for them. For the Thief, buy the Scimitar. Next
head to the Armor Shop on the other side of the town. Once there buy
the Gloves for the all the Mages, and the Iron Armor for the Fighters,
along with the Wooden Shields. Equip all your new gear and sell off the
old stuff. Next head to the Magic Shops and get some new spells. If you
need some more gold, head outside and kill off some monsters as these
level 2 spells are four times the price of the level 1 spells. This is
how I tend to buy spells for my three magic using classes when I have
them with me:

White Mage: Alit, Mute, Invs
Black Mage: Ice, Slow, Tmpr
Red Mage: Ice, Invs, Slow

Now if you are ready head over to the west side of town and talk to
Bikke, the pirate captain. He obviously doesn’t like to be talked to
and orders the pirates to attack you.

****************************************

Boss: Pirates

HP: 6
Weakness: None

Even though this fight starts out 9 on 4 its not too terribly hard to
win. You do need to watch out for your Mages though, because if the
pirates start teaming up on one member, especially a mage, they can
knock off a lot of HP in a short amount of time. To avoid this, just
cast Slow on them from your Red or Black Mage, and it should reduce
the damage they cause. With only 6 HP each, just have all members
target a different pirate, and attack away till they go down.
****************************************

Once he is defeated, Bikke says that he’s sorry and he hands over his
ship for you to use. He also says that he won’t cause any more
problems (**SPOILER** I guess he keeps his word as we don’t hear or
see anything else from him during the course of the game). Once you
head outside you will see your newly won ship at the dock. Take note
of how it looks as you can only get off your ship at docks which look
like where it is parked now. The game now opens up for you a little
more, but for now as things get expensive in the upcoming areas, you
may want to try to level and earn some gold in the surrounding area. If
you want to hunt in the sea, make sure your Mages (Red and Black) have
a full supply of Lit magic, since all water monters are weak to it. If
you run across some blue pirate looking monsters (Kyzoku) you should
try to kill them since they are worth 120 GP per kill. Other monsters
good for gold are Ogres which are worth nearly 200 per kill, or the
Geists, which are worth about 115 or so. There is now a great chance
for you to advance several levels ahead of where you currently are, but
I would recommend against it at this time, but I will list it anyway.
From Provoka, head a little towards the south and then east until you
see a port to the north. From there head north past the port and you’ll
pass through a forest and there should be a small pennisula at the end
of the land. The top two squares on the pennisula and one more
underneath it have some EXTREMELY tough monsters here, but if you
manage to defeat them, you can net several hundred exp and several
thousand gold per kill. If you wish to attempt this, you should view
the next area in the walkthrough and head to Elfland and upgrade your
equipment and magics then come back and try this, and you can put
yourself way ahead in the game, at least level wise. Anyway back in
Provoka, if you now talk to the townspeople who have come out of hiding
you hear some interesting new things happening around the world. It
seems that this man escaped from a town called Melmond to the west and
that there is trouble there, but he doesn’t say what. It also seems
that the Price of the Elves has been put to sleep, and only Motoya’s
Herb can wake him. This brings up another problem which needs to be
solved, Motoya can’t see without her Crystal and she won’t give you
a Herb till you bring her the Crystal. Perhaps the sleeping prince
and the missing Crystal are connected. Now you must sail south
towards the kingdom of Elfland. To get there just sail west from
the port of Provoka, then sail south all the way and then west along
the shoreline and you’ll reach the town.

4. Elfland (Castle and Town)

Monsters: (Outside to the Marsh Cave and Astos’ Castle)
Ogre, Creep, Wolf, GrWolf, Asp, Geist, GrImp, WrWolf, Arachnid, GrOgre
(Found in the Sea)
Eye, Shark, Kyzoku, Sahag, R.Sahag

Key Item: Key*
*: You need to first get the Crown, Crystal, and Herb before you’ll get
the Key.

Items: (Castle) Silver Hammer*, 730 GP*, Copper Gauntlet*
*: These items require the Key to obtain.

Weapon Shop:
[Iron Nunchuck: 200 GP]
[Large Dagger: 175 GP]
[Iron Staff: 200 GP]
[Sabre: 450 GP]
[Silver Sword: 4000 GP]

Armor Shop:
[Iron Armor: 800 GP]
[Copper Bracelet: 1000 GP]
[Iron Shield: 100 GP]
[Cap: 80 GP]
[Wooden Helmet: 100 GP]

Item Shop:
[Heal Potion: 60 GP]
[Pure Potion: 75 GP]
[Cabin: 250 GP]
[House: 3000 GP]
[Soft Potion: 800 GP]

Clinic: 200 GP

Inn: 100 GP

White Magic Shop: (level 3)
[Cur2: 1500 GP]
[Hrm2: 1500 GP]
[Afir: 1500 GP]
[Heal: 1500 GP]

Black Magic Shop: (level 3)
[Fir2: 1500 GP]
[Hold: 1500 GP]
[Lit2: 1500 GP]
[Lok2: 1500 GP]

White Magic Shop: (level 4)
[Pure: 4000 GP]
[Fear: 4000 GP]
[Aice: 4000 GP]
[Amut: 4000 GP]

Black Magic Shop: (level 4)
[Slp2: 4000 GP]
[Fast: 4000 GP]
[Conf: 4000 GP]
[Ice2: 4000 GP]

Upon arriving at Elfland, go to the castle first as there is less to do
there but offers information as to what your next move should be. It
seems that five years ago, someone named Astos attacked the castle and
put the prince under a curse which forces him to sleep, and he has been
like that ever since. It seems that Motoya can wake him up with her
Herbs but first you must find her Crystal. Everyone else just begs you
to help the Prince, and you find out that the door to the treasury is
locked by the Mystic Key, a lot of good that does us right now. Since
there is little else to do now, head into the town section. The talk of
the town is more or less the same as in the castle, yet one of the
elves tells you about a spooky castle he found up to the northwest.
Even though you really don’t have to head up that way until after you
find the Crown from the Marsh Cave, the gear and spells in Elfland is
very expensive, so it might be worth a walk there to get some gold and
earn some exp. Now its time to hit up the shops if you can afford
anything at all. First stop is the Weapon Shop. First you’ll want to
buy the Large Dagger for your Black Mage. There is nothing of any value
here for the White Mage. You can buy the Iron Nunchuck for the Black
Belt if you would like. Make sure to save your game just incase they
lower his attack power so you can just reset the game and avoid buying
them again. For the Thief buy a Sabre since he cannot use the awesome
Silver Sword. For Fighters and Red Mages buy the Silver Sword. Next
go to the Armor Shop to the west of the Weapon Shop. If you didn’t buy
the Iron Armor in Provoka for your Fighters do so now, since 800 GP for
a very defensive piece of armor is a very good deal, and you’ll be
using that armor for a long time. For your mages, buy the Caps and if
you have the extra gold, buy two Copper Bracelets (far more defensive
than the Cloth, but much more expensive at the same time). For the
Fighters make sure you buy two Iron Shields, and two Wooden Helmets.
Exit the shop, equip your new items and then sell off the old ones. The
next place to visit should be the level 3 magic shops for now. You will
find some of the stronger 2 spells and more importantly, the attack
spells will now hit all foes at once. This is what I tend to buy with
my Mages:

White Mage: Cur2, Hrm2, Afir
Black Mage: Fir2, Lit2, Hold
Red Mage: Fir2, Lit2, Cur2

If your characters can use level 4 spells and if you have the gold to
buy them (well you should even if it has to wait to a later time) this
is how I tend to go.

White Mage: Pure, Aice, Fear
Black Mage: Ice2, Fast, Conf
Red Mage: Ice2, Fast, plus one of the remaining ones available.

Now that you are probably well beyond the stage of broke, you should
now see about trying out that trick I mentioned above about the rapid
level and gold gain. You should have the tools to do the job, just make
sure you bring a tent or cabin or other saving item with you, so you
can save your game before returning back to Provoka to heal up again,
so you don’t loose all you’ve earned. When you feel confident, stock up
on Heal and Pure potions, and bring a Tent or Cabin with you, and head
off towards the Marsh Cave, far to the southwest. If you need to, use
the Push B Select trick to view your map, its the dot in the middle of
a large marsh, at the southern tip of the continent.

5. Marsh Cave

Enemies: Shadow, Bone, Gargoyle, Zombie, Ghoul, R.Bone, Crawl, WrWolf,
Scum, Muck, Spider, Arachnid, Scorpion, Cobra

Boss: Wizard (Well sort of)

Key Item: Crown

Items: Large Dagger, 680 GP, Short Sword, 620 GP, Iron Armor, 295 GP,
Copper Bracelet, 385 GP, Silver Bracelet*, Silver Knife*, 1020 GP*
*: You need to obtain the Key before you can get these items.

What word can I use which is good enough to describe this cave. This
place is one of the harder places in the game mainly due to the lack
of spells and items and some of the monsters are extremely hard for
this point in time. From the start of the cave, head north till you
see a staircase leading down. Once down here, pick up the treasure
boxes which contain a Large Dagger, Short Sword, and 1300 GP in them.
Now head back the way which you went. If you are low on HP, you may
want to exit the cave and use a Tent or Cabin to save your game and
go back in. Now head all the way south until you see a building with a
staircase inside it leading deeper into the cave. About halfway south,
you’ll see a branch leading off to the east. Ignore this path as it
leads to a dead end and there are no treasures there. Once below,
ignore all the buildings because there are nothing but empty treasure
chests inside them all. Continue to the southeast and go through the
building and exit on the other side of the wall and proceed down the
staircase. On the next floor there are several rooms lined up in order
all throughout the floor. In the buildings along the first row, (near
the staircase leading back up and leading left to right) is an Iron
Armor, the second building is empty, as is the third room. Inside the
fourth room, the one nearest to the right wall is 295 GP. Along the
second row in the first building is a Copper Bracelet. In the second
room, you’ll find a House and an empty treasure box. In the third room,
and fourth rooms there is nothing to be found. In the first room on the
third row is an empty room. In the second room, you’ll find the Crown
but you’ll have to fight 2-6 Wizards for it (see below for more info).
In the third room, you’ll find 385 GP. In the fourth room you’ll find
nothing but an empty treasure chest. Along the fourth and final row,
all the doors are locked by the Mystic Key, so you’ll have to come back
to the cave at a later time if you choose to do so. Ok now back to
those Wizards.

****************************************

Boss: Wizards

HP: 84
Weakness: Lightning

These guys aren’t really a boss, but given they guard a key item, I
tend to call them bosses. They usually come in groups of 2-6 and are
pretty nasty on their attacks. They are one of the few monsters at this
point in the game which can multi-hit your characters, and can even
cause upward of 100 damage to even a Fighter and even more on your
weaker characters. I tend to have all my strong characters attack the
Wizards, each one attacking a different Wizard, while the White Mage
heals weakened members, and the Red or Black Mage casts Lit2 on them.
It should only take two uses of Lit2 to kill off the Wizards and if
not, just repeat this process again and it should be over in the next
round.
****************************************

After retrieving the Crown, make your way out from the Marsh Cave. If
you took a beating from the Wizards, try to run from all the monsters
that you run into, as you don’t want to be defeated and have to do this
all over again. Once you get to the exit of the cave, use a Tent or
Cabin or any other saving items that you may have. You have two options
now, you can head up to Astos’ Castle, or you can head back to Elfland
to heal up. If you choose to bypass healing read below for what to do
next. If you choose to heal, you’ll just have to wait a few minutes
longer to get to this point.

6. Astos’ Castle

Monsters: Mummy, Image

Boss: Astos

Key Item: Herb

Items: Falchon, Power Staff, Iron Gauntlet*
*: You need the Key to get these items.

There isn’t a lot to do after entering this castle. There are no random
battles and no one to talk to. Your main goal is to defeat Astos for
the Crystal. As soon as you talk to Astos he demands his Crown back and
immediatly proceeds to attack the party.

****************************************

Boss: Astos

HP: 168
Weakness: None

Astos isn’t too tough to beat, but he does have a few nasty spells to
his disposal including the Rub spell which is a one hit kill spell when
it succeeds, and he can also use spells such as Fast and Fir2, along
with Slo2 and Sleep. His attacks are good for medium damage, yet if he
casts Fast then he can start doing more damage. He tends to use Rub in
the very first round against your Fighter (I think he may target random
characters, but the one in the first slot is typically the one the hit
the most often). I have my Fighters, Thieves and Black Belts attack
Astos, while I have the Red and Black Mage cast Fast on the Fighter and
any other hard hitting character you may have. I try to have the White
Mage Mute Astos, sometimes it works othertimes not. If it fails, try to
set up your Afir and other Anti spells you may have, incase he decides
it is time to start attack the whole party. Within a few rounds, Astos
should go down without much harm done.
****************************************

Now that you have retrieved the Crystal, its time to begin some serious
backtracking. First head back to Elfland and at least enter the Inn to
save your game, but you don’t need to stay if you don’t want to pay the
100 GP for sleeping. Now head back to Coneria and go underneath the
bridge with your ship, and dock at the dock which you saw earlier on
your way to Motoya’s Cave. Enter the cave, and talk to Motoya. She will
trade the Herb to wake the Prince in exchange for your Crystal with
which she uses for sight. Once the trade is complete, sail back south
to Elfland. Enter the castle and talk to the person next to the Prince,
and he gives him the Herb and will awaken the Prince. You then receive
the Mystic Key, with which you now open up a few extra treasure boxes
for you to get. First loot the treasure room in Elfland, which includes
a Silver Hammer, 730 GP, and a Copper Gauntlet. Now head back over to
Astos’ Castle if you want, for some more treasure, and a few easy
battles which happen every time. The treasure in the chests are a
Falchon, an Iron Gauntlet, and a Power Staff. In front of each chest
there is a fight with undead monsters. In front of the middle chest
you’ll have to fight, between 3-6 Images, while on the left and right,
3-6 Mummies will fight you. While these fights aren’t very hard, they
do offer semi-decent exp and gold, so it might be a good idea to fight
them and just wipe them out with Hrm2 and Fir2 for a while. Once you
have looted the chests, you may want to head out towards the Marsh Cave
again for those chests in the locked doors which include, a Silver
Bracelet, a Silver Dagger, and 1,020 GP. There are Wizards guarding
each one of the chests, so you’ll need to be prepared to deal with
these annoying fools again, but now you should be well equipped to deal
with them easily. Equip your new finds from here, Elfland Castle and
Astos’ Castle, with the gauntlets going on your Fighters, and your
Silver Bracelet on your weakest Mage, the Silver Dagger on your Black
Mage, and Silver Hammer on your White Mage. Sell off any excess items,
and head back to Coneria Castle and the Temple of Fiends to collect
more items behind locked doors. I recommend going to the Temple of
Fiends, first so that way you can backtrack to Coneria and then get
right on your ship and go to your next destination. The lower and upper
right rooms in the Temple are locked, and are also guarded by
Gargoyles. By defeating these you’ll earn a Rune Sword, a Were Sword,
and a Soft Potion. The two swords are weaker than the Silver Sword, so
equipping them on a Fighter or Red Mage would be a bad idea but the
Rune Sword could be a good choice for the Thief, which would be far
better than the Falchon or Scimitar you may have him equipped with.
Next head out of the Temple and back to Coneria Castle. Pick up the
Iron Staff, Iron Shield, Iron Armor, Silver Dagger, Sabre, and the
TNT from the treasure rooms. Equip any of the new finds if they will
assist you, and if not get back in your boat and sail northwest to the
cave of the dwarves.

7. Dwarf Cave

Monsters (Inside): None
(Outside): Wolf, GrWolf, Ogre, Creep, Arachnid, Asp

Boss: None

Items: 575 GP, 450 GP, Cabin*, Iron Helmet*, Dragon Sword*, Silver
Dagger*, Wooden Helmet*, Silver Armor*, 575 GP*, House*, Xcalber**
*: You cannot get this items until you awake the Prince and get the Key
**: You cannot get this weapon until you get the Adamant near the end
of the game, but the wait is well worth it in the end.

There isn’t a lot to be done here, other than go on a massive looting
raid on the treasure room, and to give your TNT to a dwarf named
Nerrick who will use it to make a Canal just south of the cave, which
will allow you passage to Melmond and other lands to the west of the
area in which you were limited too. After you equip your new items,
again avoid removing the Silver Swords from Fighters and Red Mages, but
give the Dragon Sword to the Thief or you can keep him with the Rune
Sword, and don’t give the Silver Armor to the Fighter. His Iron Armor
is way better, but it fits a Red Mage perfectly. Once you are done
here, you can now proceed to Melmond.

8. Town of Melmond

Monsters: (West to the Sage’s Cave and South to the Earth Cave)
Ogre, Creep, Asp, Wolf, GrWolf, Hyena, Shadow, GrOgre, Ghoul, Geist,
Tiger

Items: None

Weapon Shop:
[Iron Staff: 200 GP]
[Sabre: 450 GP]
[Long Sword: 1500 GP]
[Falchon: 450 GP]

Armor Shop:
[Steel Armor: 45000 GP]
[Silver Bracelet: 5000 GP]
[Iron Helmet: 450 GP]
[Copper Gauntlet: 200 GP]
[Iron Gauntlet: 750 GP]

Item Shop: None

Clinic: None

Inn: 100 GP

White Magic Shop: (level 5)
[Cur3: 8000 GP]
[Life: 8000 GP]
[Hrm3: 8000 GP]
[Hel2: 8000 GP]

Black Magic Shop: (level 5)
[Fir3: 8000 GP]
[Bane: 8000 GP]
[Warp: 8000 GP]
[Slo2: 8000 GP]

Only thing I can say about this town is expensive. All of the spells
and items here far surpass everything up to this point in cost. Lets
see here, first stop should be the Armor Shop. The weapons at the
store are way behind in terms of quality, so we don’t even need to
go there. Ok lets see armor wise, the Steel Armor is by far the best
purchase here for the Fighter, a whole 10 points higher in defense than
the Iron Armor but only at about 56.25x the cost, so we can throw that
idea out for now. If you can afford it, buy another Silver Bracelet,
(two if you didn’t go back to the Marsh Cave earlier) for your Mages,
and buy the Iron Gauntlet for you Fighter if you don’t have any from
your earlier treasure hunts, and the same goes for the Iron Helmet. Ok
lets see what we can do for magic. There are some great spells here,
but they cost twice that of your level four spells did. This is how I
tend to buy my magics, and also remember, spells like Warp require a
Black Wizard to use, so make sure you keep at least one slot open for
future use.

White Mage: Cur3, Life, Hrm3
Black Mage: Fir3, Bane, Warp* Has to be bought later. Be sure to keep a
space open for it.
Red Mage: Cur3, Fir3, Life*
*: You must get a class change since only the Red Wizard can use the
Life spell.

One little side note about the Life spell. It will revive a character
with only 1 HP and thus they’ll need to be healed afterwards, and it
will not work in battle, and attempting to do so will only deplete your
magic for level five and also be ineffective at the same time. Now
after spending all your hard earned gold, its time to collect some more
information. It seems that the Fiend of the Earth, and the Vampire are
causing problems in this area. Unfortunatly they do not give much as to
the location of these problems, but that’s where I come into play.
Before heading any further, you’ll have to head back to Elfland and buy
some Houses and Soft Potions along with Cabins, Pure and Heal Potions
if you need them as there isn’t an Item Shop in Melmond. Also be
warned, there is not a Clinic here either, so you’ll have to travel
back in order to revive defeated members. When you are ready, head
west till the field opens up to a southern path and follow that till
you reach the Earth Cave. Use a saving item depending on how hurt you
are, and go into the cave. There is a good place for making gold and
exp in this cave and its known as the hall of giants. Each step will
amount in a fight with 1-4 giants along with Iguanas. The only problem
with this place is if you get hurt and need to head out, you will
always encounter these monsters until you get out of the hotspot. It is
straight west from the beginning of the cave, and extends mostly along
the western wall. If you get attacked every step, you’ll know when you
enter and leave the area. After spending some time here gaining gold
and levels and feel confidient in dealing with the local monsters, you
can proceed throughout the rest of the cave and collect treasures and
continue.

9. Earth Cave

Monsters: (Up to the Vampire)
Giant, Bull, Iguana, Cobra, Earth, Ogre, GrOgre, Asp, Spider, Arachnid,
Specter, Geist, Mummy, Coctrice, WrWolf, Image, Wizard, Gargoyle

Boss: Vampire, Lich*
*: Lich isn’t reachable until you defeat the Vampire and get the Rod
from a sidequest to be able to descend to where he is at.

Key Item: Ruby

Items: 1975 GP, Pure Potion, 795 GP, Heal Potion, 880 GP, Cabin, Coral
Sword, 330 GP, Wooden Shield, 575 GP, 5000 GP, Tent, Heal Potion,
3,400 GP, 1,020 GP

When you first enter the cave, you may want to travel directly north,
and collect the treasure chest which contains 1,975 GP inside it. From
here, head back to the staircase which leads back out of the cave. If
you want to enter the affore mentioned hall of giants, follow the
northwestern and western path as they both wrap around and meet and
along the western wall where the meet is where the hall of giants is
located, and a few steps before that as well. Directly south from the
staircase leads to a dead end, but on the eastern side of the staircase
heading south is a path which splits off into three different routes.
The eastern path leads into a building which contains a Pure Potion,
and 795 GP in it. Beware of the Earth guarding the space between the
two chests in the upper part of the room from which you can get both
chests. The middle route leads to a dead end, so avoid going down that
way. The western path leads into another building with a Heal Potion
and 880 GP. Now head back up the path from which you came, and if you
are like me and got attacked a lot, I need to head back out of the cave
and save my game. Now you are ready to go directly east from the
staircase and follow the short path until you reach another staircase
leading further down into the depths of the rotting earth.

Floor B1:

This first thing that comes into mind about how this floor looks is
that movement is more restrictive, and there are bats moving around
as well. While they are not enemies, they do tend to get annoying,
especially when you get two or more of them blocking up the exit. You
should start off by making your way through the small maze heading
toward the east, and it may take you a few tries to get through. Sorry
guys and gals but I’m not one on given exact directions to get past
mazes no matter how small, as I feel it takes away from the thrill of
playing through the game as I felt the first time I played this game
back in the early 90s. Upon making your way eastward, you’ll come
across a building with three treasure chests inside it containing, a
Cabin, a Coral Sword, and 330 GP. Ok make your way out of this room,
and continue back to the southwest. Just south of the building you
just exited, the path branches. Straight south will lead you to the
next floor below, while taking the westward path will eventually
lead to the building which you saw earlier but couldn’t reach. Just
inside the doorway, you’ll get jumped by an Earth, which means you’ll
have to fight another on the way out. Inside the chests you will obtain
a Wooden Shield, 575 GP, and 5000 GP. If you are still in good
condition proceed down to the next level and if not, head outside the
cave to rest and save your game.

Floor B2:

Straight off to the east of the main path from the staircase is a
building (why couldn’t the whole cave be this easy to get around in?)
which has waiting inside for you a Tent. Exit the room and follow the
path to the north, and you’ll see the path breaks off again, with a
building off to the west, with another path continuing north and
eventually leading east and back south. If you follow the path back
to the south and avoid going east you’ll come to a building at the
bottom of the path which has a treasure chest in it which contains a
Heal Potion. Make your way back up to the other building which you saw
earlier and make sure you collect the 3,400 GP inside it. Continue
making your way to the west and you’ll eventually come upon another
building. Unfortunatly this room has nothing inside it but a couple
of bats, so continue following the path towards the south. Near the
end of the trail, you’ll come across another small building which holds
an Earth inside for you, and 1,020 GP inside the chest for you.
Continue following the path, and you’ll eventually come to the long
shaped building which you saw at the start but couldn’t reach. Inside
you’ll find the vampire, which you’ll have to defeat.

****************************************

Boss: Vampire

HP: 156
Weakness: Fire, Harm

This guy isn’t too hard to beat. Just have all your fighting classes
attack him, while the Red and Black Mage will cast Fir2 or Fir3 on him
and have your White Mage cast Harm, Hrm2, or Hrm3 on him. If all is
done well, he should go down within a single round or two rounds at
most.
****************************************

After the Vampire has been removed, you can go through the building and
get the Ruby, but then you try to proceed any further, and you’ll find
that your path is blocked, and nothing in your inventory will open the
path for you. Now it is time to walk all the way out, again be sure you
have gotten the Ruby from the treasure box, and make your way out of
the cave. After making your way out of the cave, head back to Melmond
for the time being, and finish stocking up on any armor or spells which
you may be missing, and take your ship back to Elfland to restock on
potions and saving items if you are low. Once you are all finished with
your shopping head back towards the general location of the Earth Cave,
but stay more towards the west. There should be another cave for you to
explore more now that you have the Ruby.

Titan’s Tunnel

Monsters: Ogre, GrOgre, GrWolf

Items: Great Axe, 620 GP, 450 GP, Silver Helmet

This place is only one room in length, and its not even very long. Upon
entering feed (give) your Ruby to the Titan and he will let you pass.
Proceed down the path to collect the four treasure chests, and then
head out the western exit and proceed to the next cave which lies a
little to the south.

Sage’s Cave

Monsters: None

Key Item: Rod

Items: None

There is only one thing to do here, collect the Rod from the Sage and
then head back down into the Earth Cave. With that done, head back to
Melmond if you need to rest, and then go back to the Earth Cave and
find the cause of the Earth’s rot.

9b. Earth Cave (Lower Section)

Monsters: Wizard, Troll, Image, Sphinx, Coctrice, Specter, Geist,
GrOgre, WzOgre, Hyena, Ooze, Arachnid

Boss: Lich

Items: Wooden Staff, 3,400 GP, 1,455 GP, 1,520 GP, 5,450 GP, Cabin,
Silver Shield, 1,250 GP

Floor B3:

After using the Rod to shatter the Plate which covered up the staircase
and prevented entry to this section of the Cave, the surrounding areas
are now much darker than they were on the floors above. Maybe the cause
of all the problems of the Earth lies down here somewhere. From the
beginning of the floor, follow the path in the only direction which it
will take you, north. Eventually you will come to a building a few
spaces off the path to the west, which holds inside it a Wooden Staff,
3,400 GP, 1,455 GP, 1,520 GP, and 5,450 GP. It doesn’t turn out so bad
after picking up that wooden staff very first for an item. Heading back
out it turns out that this path was a dead end, but very profitable
none-the-less. For now, head back the way which you came up, but this
time take the path which branches off and leads to the west. If you
keep going west, and south, you will eventually reach a building in the
very southwestern most area of the floor. Inside the treasure chests
you’ll find a Cabin, a Silver Shield, and 1,250 GP. Now head out from
this room and continue your path all the way up to the northwestern
side of the floor, and you’ll come to a staircase which leads down to
the final floor of the Earth Cave, and the fight with Lich.

Floor B4:

There are no treasures to be found on this floor, as there is only one
building down here, and it the place where you’ll fight Lich. Make your
way north from the staircase, and take the first path to the west when
you can. From there just head south and then west again, and you should
be at the building where Lich is. You can enter if you want, but just
don’t talk to the Orb unless you are ready. First make sure you are
fully healed to the max, either by using Heal Potions or the Cure
spells. Once you are ready talk to the Orb and Lich will appear.

****************************************

Boss: Lich

HP: 400
Weakness: Fire, Harm

Lich is the first boss which will actually put a fight for you. First
off I have my fighting classes (Fighter, Black Belt, Thief) just attack
Lich since there is nothing else they can do unless you forgot to heal
up fully. Also in that initial round, have the Red and Black Mage cast
Fast on your strongest character, and with any luck they’ll get the
spell before attacking. I also have my White Mage use the Aice spell,
since as far as I’ve noticed Lich almost always uses Ice2 the first
round. Once this is all done, you can either take up more defensive
measures, or you can go for the slam on Lich. If you want to heal up,
have your Red and White Mage use the Cure spells on wounded members,
while the Black Mage uses Fir3 on Lich and the fighters (with Fast on
them I would hope) attack. If Lich survives this onslaught, simply
repeat the process again. If you wanna try to kill him in the next
round repeat the above step, but have your Red Mage fight or cast Fir2
and the White Mage should cast Hrm3. Lich also can stun your party by
attacking them, which doesn’t hurt much compared to Ice2. He can also
use Slep2 and probably some others, which I never had the patience to
wait around to see what else he can do. Once defeated, you’ll get
another good round of Gold and Exp.
****************************************

Once Lich is defeated, step on the panel behind him, and you’ll return
the power of the Earth to one of your Orbs, (See the Menu screen and
you’ll notice one of the orbs is lit up again) plus you’ll get a free
exit from the Earth Cave. First thing to do now is use a Tent, Cabin,
or even a House to save your game, and head back to Melmond. It seems
that everyone there is praising you and telling you that the Earth is
beginning to revive, but there are no clues as to where your next stop
should be. Remember that one person all the way back in Coneria who
mentioned a town named Crescent Lake? Now that you have a ship and a
means to get to just about anywhere you want, now might be the time
to do some sailing to this Crescent Lake. While Crescent Lake is almost
directly south of Provoka, mountains and other hazzards prevented us
from getting there. From Melmond, sail south around the tip of that
continent, and then sail west until you sail around the world. Use the
Push B Select trick, and on the eastern side of the world, Crescent
Lake is the dot in the southeastern continent out in the middle of a
Lake, (well duh I’m sure that’s how the town got its name) and you may
see a dock on the map which is just east of it, which means more
walking, but you’ll need the gold to do your shopping at Crescent Lake
when you get there.

10. Crescent Lake

Monsters: Troll, Bull, Scorpion, Giant, Pede, Cobra,
(In the rivers and streams): Caribe, Hydra, Ocho

Key Item: Canoe*
*: You must first defeat Lich in order to obtain the Canoe.

Items: None

Weapon Shop:
[Silver Dagger: 800 GP]
[Silver Sword: 4000 GP]
[Silver Hammer: 2500 GP]
[Silver Axe: 4500 GP]

Armor Shop:
[Silver Armor: 7500 GP]
[Silver Shield: 2500 GP]
[Buckler: 2500 GP]
[Silver Helmet: 2500 GP]
[Silver Gauntlet: 2500 GP]

Item Shop:
[Heal Potion: 60 GP]
[Pure Potion: 75 GP]
[Cabin: 250 GP]
[House: 3000 GP]

Clinic: 400 GP

Inn: 200 GP

White Magic Shop: (level 6)
[Soft: 20000 GP]
[Exit: 20000 GP]
[Fog2: 20000 GP]
[Inv2: 20000 GP]

Black Magic Shop: (level 6)
[Lit3: 20000 GP]
[Rub: 20000 GP]
[Qake: 20000 GP]
[Stun: 20000 GP]

Upon first entering Crescent Lake, there isn’t much happening since
there are only two people to talk to, and one of them is asleep. For
now lets go visit the Weapon Shop. The only item worthwhile here is the
Silver Hammer, which you should buy for your White Mage(s), if you
didn’t get the one from the treasure room in Elfland. Other than that
none of the other weapons are worth the cost. Next lets go to the Armor
Shop. The first thing you’ll want to do is buy the Silver armors (all
of it) except for the Silver Armor for your Fighters and this time
around you can buy Bucklers (shields) for both your Thief and Red
Wizard. If you didn’t get the Silver Armor for your Red Mage back at
the Dwarf Cave, buy one now. The Iron and Steel Armor your Fighters
should be equipped with is much better, so don’t buy that for them.
Once you are done, equip your new items and sell the old ones. Now lets
go to the Magic Shops if you have the gold for spells (20000 each,
ouch). There is a nice mix of both White and Black Magic, so if you
had one spell to choose from for each, I would have to say Lit3 for the
Black Mage, and Inv2 for the White Mage. Red Mage hmm let me think here
I may have to redo this after I play through using a Red Mage and going
from memory but I think a Red Mage can use Lit3 so get that for them
too. A note for White Magic, be sure to keep a slot open for your White
Wizard since you cannot learn the exit spell until after your class
change and this is probably one of the most important spells in the
game, at least for White Magic. This is how I bought my magic this time
around:

White Mage: Fog2, Inv2, Exit**
Black Mage: Lit3, Rub, Qake
Red Mage: Lit3**, Inv2**, Exit**
**: You’ll need to get these spells after the class change before you
can use these spells.

When you are done shopping you’ll notice a path to the east from where
the Magic Shops are located. If you follow this path, you’ll come to
the “Circle of Sages”. If you talk to them, they will tell you some
information, mostly about the Orbs and a little about the Fiends, and
one of them will give you a Canoe. Now you can travel through the
rivers and streams, and you will actually use it quite frequently. Now
there are a few different ways to go from this point in the game. I
tend to bypass the Volcano completely, because 1) I am a really big
fiend when it comes to the class change, and for 2) I really hate that
place and it costs a fortune as far as Heal Potions and other supplies
go. The way I tend to go is to the Ice Cave, and get the Floater Stone
(not to mention you get your Ice Gear in the Ice Cave which will
protect you in the Volcano later) and then do my class change and get
all the spells and then come back. Ok next stop, the Ice Cave.
**: For those of you who like to do things in a locial order, I’ll post
in my next revision of the walkthrough at the bottom what to do from
this point through the Volcano to the Ice Cave and in that order so you
won’t miss out on anything. For now, head back to your ship, and sail a
little to the north until you come to a small bay and you’ll see a port
and a stream leading off towards the west. Enter this stream with your
canoe and follow the northern path. Take this path all the way north
until there is an upper and lower path leading to the west. Take the
lower of the two, and follow it all the way until it ends. You should
now be on the southern end of a field. Follow this field until you are
just outside a cave. Use a Cabin or I recommend a House if you need the
Magic, save your game and proceed inside.

11: Ice Cave

Monsters: Wizard, Coctrice, Mummy, Image, Wraith, Specter, Geist, Mage,
Frost D, FrWolf, R.Bone, Sorcerer, GrPede,

Boss: Eye

Key Item: Floater, Airship*
*: You must first have the floater, and use it in the small desert
south of Crescent Lake to obtain it.

Items: Flame Sword, Cloth, Ice Armor, Silver Gauntlet, 9,900 GP,
5,000 GP, 12,350 GP, 7,900 GP, 5,450 GP, 180 GP, Heal Potion,
10,000 GP, 9,500 GP, Tent, Ice Shield

This cave offers your next challenge which can be hard and sometimes
furstrating depending upon what monsters you run into and how often.
Some like the Sorcerer can only hit for 1-5 damage or so, but he has
a built in Rub on his attack, and can slay one of your party members
in a single hit, even with anti-Rub spells and items like the ProRings.
Coctrice can stone your members, (no not that kind of stone) so be sure
to have brought along plenty of Soft Potions, and be sure to have 99
Heal Potions at all times from here on out. Before entering the cave,
be sure you have Fir2 and Fir3 with your Black and Red Mages, and Aice
for your White and Red Mages. If you are ready, head into the cave,
which isn’t all that long, but rather what is inside which causes the
problems. The first floor isn’t very rough, just follow the path all
the way east, then head south, and backtrack to the west, and head down
the staircase.

Floor B2:

This floor offers two ways to go, both of which eventually end up at
the same location, the staircase in the southwestern end of the floor.
I have walked both ways, and neither one seems to be faster nor less
filled with monsters, so the choice is all yours on which way you wish
to proceed.

Floor B3:

This floor is almost a complete waste of time, but you must proceed
past it to get any deeper into the Ice Cave.

Floor B4:

This floor is short and you’ll find your first items down here.
Follow the single path down to the building, and you’ll notice three
treasure chests inside a room full of holes. The chest in the middle is
what everyone came down here for, for it contains the Floater. For now,
get the Cloth, and drop it, and get the Flame Sword from the other
chest. Not only does this sword work great down here, it is also much
better than your old Silver Sword. Equip the Flame Sword on your
Fighter (Red Mage if you have no Fighters) and jump down one of the
holes, it doesn’t matter, each one will bring you to the same location.
On a last minute note, I am writing this from memory, but do beware of
picking up the Cloth (as if you would want to. For future reference you
can avoid much pain and misery by avoiding the right treasure chest),
There is a fight in front of the chest every time, with Mage enemies.
These can use the Rub spell, as well as a few other nasty ones, so be
prepared to fight for your prize. (I came in ill-prepared and came out
on the nasty end of a Lit3 spell from one of the Mages. Ouch.)

Floor B5:

This is one of the worst floors in the whole cave. After dropping in
from above, you will be in a single room with an exit to the south. Go
and figure that there would be a fight space there right before the
exit. On a good thing (sort of) all the monsters will be undead, so you
can use the Harm spells (Hrm2 or Hrm3 are recommended over Harm) thus
allowing you to save your Fir2 and Fir3 for the real ice monsters which
reside in the cave, and you may have already ran into. This battle can
range from one monster (which I got lucky on and ran into a single
Wraith), to a screen full of them, ranging in type of monster and
numbers. You will also notice that there are sections of the floor
which are a different color than the others. These is freezing ice
as I like to call it, and it will cause you damage each time you walk
across it, much like poison does, at 1 HP damage per step. Sorry but
unlike Dragon Warrior 2 there is no Stepguard spell to prevent this
damage from occuring to you. Once out of the small room, head a little
south and cross the freezing ice to the west, and enter the building
and collect some items. Unfortunatly, there is another fight space
inside and you’ll have to fight one to four? Frost Dragons. Be sure
to use Aice with those that have it, and use Fir2 and Fir3 from your
Black and Red Mage, and fight with your fighting classes. The Dragons
should go down quickly, yet you’ll have to fight them again upon
exiting this room. Inside you’ll find your Ice Armor and a Silver
Gauntlet. I am not totally sure about this, if anyone can verify
this for me, I will gladly give you credit for it, but I am unsure if
equipping the Ice Armor will make you weak to Ice based spells and
attacks or not. I know in Final Fantasy 2 (4 in Japan) if you equip
say Ice Armor cause I’m here, you will resist Fire but become weak to
Ice at the same time. I have tried this and while the damage remains
about the same, sometimes it is much higher or much less and there
isn’t really a way to find out. Ok anyway after picking up your items
and equipping the Gauntlet at least, make your way out and take care of
the Dragons again. Now head south across some more of the damage tiles,
and when the path breaks, stay on the eastern path and continue heading
south. You should now be outside another building. Enter the building
and collect the, 9,900 GP, 5,000 GP, 12,350 GP, 7,900 GP, 5,450 GP, and
180 GP. Now head out of the building and take the eastern path which
you just passed. It leads to a staircase which up to a different
location on Floor B2.

Floor B2:

This is the same floor which we saw way earlier in the cave. This is
Floor B2, but only one the other side of it which we saw but couldn’t
get to. There are more items to pick up here, and even more importantly
its time for a decision. First off, follow the path through the
building and collect your Heal Potion, and head out the door. Go around
to the next building just below the one you just exited, and get the
10,000 GP from the chest. Next, head to the east, and pick up the items
from the building over there. Get the 9,500 GP, Tent, and Ice Shield
from the chests. Now it is time for the big question. If you noticed
there is a hole in this building, while there is a staircase outside
the building to the northeast. That staircase will lead directly
outside, no ifs ands or buts about it, while jumping down the hole will
take you to where the Floater is, but on the downside, you’ll have to
go through that room of undead again and the rest of Floor B3, across
the damage tiles again, and fighting those annoying monsters again as
well. If you are in good shape, and have plenty of HP and Magic left,
I would still recommend going out and saving your game, so if you are
defeated, you won’t have to collect all the treasure again. If you do
this, you will have to go through the cave again, but won’t have to
make each and every stop to get the items back. Whether you jump down
the hole or head out to save your game, read further down and see what
to do next. Once jumping down the hole, you’ll be inbetween the holes
that you saw earlier. The middle chest contains your Floater, but there
is a rather tough monster guarding it and won’t part with it easily.

****************************************

Mini-Boss: Eye

HP: 162
Weakness: Fire, Harm

This Eye isn’t really a boss since you can fight it later in the game
as an everyday monster, but it does guard a storyline item, so that’s
why I call it a boss. One of the first things that it likes to use is
XXXX which is nearly the same as the Rub spell, except the game claims
that it works more often. If you want to try to beat it quickly, have
all your fighting classes attack it, while the Red and Black Mages cast
Fir2 or Fir3 and have the White Mage cast Hrm2 or Hrm3. With only 168
HP, it should go down rather quickly. If not, just repeat the process
again and it should die within the round.
****************************************

Once the Eye is defeated, proceed to pick up the Floater, and jump down
one of the holes again. DO NOT go in the opposite direction from which
you came from, or you’ll have to fight the Eye again, and you’ll end up
at the same place anyway. Follow the directions above for Floor B5, and
you should be home free, given that you have the power left in you to
fight your way out of the cave. Once you have safely made your exit out
of the cave, use any item to save your game, and proceed back to your
ship. Now head back towards Crescent Lake, but keep going south to the
small desert. Get off your boat and use the Canoe to cross the river
until you are in the desert. It doesn’t matter where you are in the
desert, but use your Floater, and the Airship will appear. Now you can
pretty much visit any location in the game. Now lets head to a small
series of Islands found in between the two northern continents (use B
Select to find them).

12. Dragon Islands

Monsters: Wyrm, Sphnix, Ocho, Manticor,

Boss: None

Items: 2,000 GP, 2,750 GP, 1,455 GP, 9,500 GP, 160 GP, 1,520 GP,
2,750 GP, House, 500 GP, 10 GP, Cabin, 575 GP, Soft Potion

There is not a whole lot to do at these islands at this time, but if
you want to stick to the plot, feel free to talk to the Dragons which
live inside. There is also mostly gold in the treasure chests for you
to get. If you manage to find Bahamut, he will tell you that if you can
bring back proof of your courage, he will reward you. It seems that
none of the Dragons will give you any information as to what that proof
is, and one even mentions that it could be anything. Your next stop
should be at a castle known as the Castle of Ordeal. This castle is
located just north of the eastern most of the Dragon Islands, and you
can either get to it by the ship or airship. Youw ill need to use the
Canoe in conjunction with either one. I tend to use the Airship (no
battles) to reach the castle. The only landing spot is on a small field
north a large desert on the map. From this field, you’ll have to travel
west across a small desert, through the forest and swamp, use the Canoe
to get past a stream, and you’ll eventually land outside the Castle of
Ordeal.

13. Castle of Ordeal

Monsters (From the landing strip to the Castle):
Ankylo, Hydra, Saber T, Catman, Ocho, Sauria, Wyvern

Monsters (Inside): Medusa, Mancat, MudGol, Nightmare, Zombie Dragon

Boss: Zombie Dragon(s)

Key Item: Rat Tail

Items: Zeus Gauntlet, Heal Staff, Iron Gauntlet, Ice Sword, Gold
Bracelet, House, 7,340 GP, 1,455 GP

Upon first entering the castle, you can talk to the guy that is there,
but it is not required I don’t think as you can walk around him and
enter anyway. He does mention something interesting. He tells you that
poession of the Crown is required to test your courage. Hmm here lies
the question: Why would he tell you this if you didn’t need to pick up
the Crown to advance this far into the game? Sure I can see that you’ll
need to have something to prove your courage, but a Key Item which you
have to find to even make it this far, it makes little sense but at the
same time it makes almost perfect sense. Anyway, head to the north
eastern corner and enter the throne to goto Floor 2.

Floor 2:

This floor is nothing but a maze of pillars. Each time you enter (step
on) one of the pillars, you will be teleported to a different location
or even back to the very beginning of the maze if you enter the wrong
one. The first three are relatively easy to figure out which one is the
right or wrong one, as there is only one to enter. When there are two
pillars, one at the top and the other at the bottom of the room, enter
the bottom pillar, and then you’ll be at a lone pillar, so enter that
one. You will now be at the southwestern corner of the room, with a
choice of of a top and bottom pillar to enter. If you enter the top
pillar you’ll end up at the location you just came from, while the
bottom pillar will lead to a new location. Follow the lone path on
which you just came all the way south to a solo pillar and enter it.
You will now be up in the northwestern corner of the floor, with two
more pillars to choose from, either right or left. If you enter the
left pillar, you’ll be all the way back to the first point where you
have to choose which one to enter, where as the right pillar will lead
you further along in the maze. If you follow the path to the east, you
will come to a building. Enter the building and fight the MudGol(s) for
the Zeus Gauntlet which is a very useful item. I tend to give this to
the White Mage, since the White Mage is not very good at fighting
unless it is against the undead. If you use the Zeus Gauntlet in battle
it will produce the same affects at Lit2, and it can be used
infinitely, which adds a little power to the White Mage. Now there are
two different routes to choose from the left path or the right path. If
you take the right path, you’ll end up back at the southwestern corner
of the floor, and have to fight your way back to where you currently
are. Along the left path, there are two pillars to be found here. The
first pillar will lead you all the way back to the beginning, so I
guess that pretty much eliminates which pillar is the right one to
enter. It is the second pillar and also the furthest one down from the
room with the Zeus Gauntlet in it. There is also a fourth pillar, but
that can only be found by walking all the way around past the right one
to enter, and that also leads back to near the beginning, so it
probably isn’t wise to enter that one either. Upon entering the correct
pillar, you will be in the southeastern corner of the floor, next to a
staircase leading up to Floor 3.

Floor 3:

This is a pretty straight forward floor, with only one route for which
you can take, but has a lot of treasures along the way, including what
we came here for, the Rat Tail. In the first treasure chest you’ll find
a Heal Staff, which is a not so great weapon to equip, but is great for
the White Mage to use in battle, since it has the same effect as the
Heal spell, which heals the entire party at once. From this place keep
following the path towards more treasures. In the northwestern corner,
you’ll find an Iron Gauntlet, an Ice Sword, and a Gold Bracelet. You
may want to equip your Fighter or Red Mage with the Ice Sword, since it
is a few points stronger than the Flame Sword. I would also recommend
equipping your White or Black Mage with the Gold Bracelet you just
found (and what a steal it is seeing as a store bought bracelet will
set you back 50,000 GP) to greatly increase their defensive power.
Continue to the south, to collect the next batch of treasures. In the
southwestern corner of the room, you’ll find some treasure chests which
contain 7,340 GP, 1,455 GP, and a House, while the fourth chest is
empty. Now proceed to the east, and collect your Rat Tail, and prepare
to fight your way out of the castle, which is no where as hard as the
Ice Cave was.

****************************************

Boss: Zombie Dragon(s)

HP: 268
Weakness: Harm, Fire

When you enter this fight, there is going to be one to four Zombie
Dragons which you must fight. While they are undead in nature, it
shouldn’t prove to be much of a fight. Have all your fighting classes
attack a different dragon or all of them on one if you should only
happen to run into a single dragon, while the Red and Black Mage should
cast Fir2 and Fir3, while the White Mage should cast Hrm3, and with
any luck you should be able to defeat them in one round. If you are
feeling confident, you can step back and fight them again since they
are worth great gold and exp for this point in time.
****************************************

When you are finished fighting with the dragons, step on the throne,
and you’ll be teleported back to the throne at the first floor, where
there are no monsters to worry about, and you’ll be able to exit the
castle, and you’ll be able to save your game. Make your way back to the
airship and head back to Bahamut’s Island, and talk to him, and he’ll
bestow upon you the reward, your class change. This is what each class
will become:

Fighter———->Knight
Thief————>Ninja
Black Belt——->Master
Red Mage———>Red Wizard
White Mage——->White Wizard
Black Mage——->Black Wizard

Now that you have your class change, you are now able to buy all spells
and equip any weapons and armor which you were prevented from doing
earlier. Your Knight and Ninja can now use magic, White and Black magic
respectively, so before you enjoy your new found power (which isn’t
different than before other than your characters looke more
professional) lets head all the way back to Coneria, Provoka, and
Elfland, for some magic for our new magic users. Back in Coneria you
should buy your spells something like this:

Knight: Cure, Ruse, Fog
Ninja: Fire, Lit, Sleep

While neither of these are of any use except Cure, you never know when
you may find a spell useful, especially against what I like to call
weapon resistant monsters, where even with a strong Knight you’ll get
4 hits for 4 damage, and that’s when the proper Black Magic spell will
come in useful. When you are done here, lets go to Provoka and do some
magic shopping here. This is how I tend to spell up the Knight and
Ninja:

Knight: Mute, Alit, Invs
Ninja: Ice, Slow, Tmpr

Ok our last stop is in Elfland for the Knight and Ninja at least, and
while the Ninja can use up to level 4 magic, the Knight can only use up
to level 3. Ok this is what you should buy for each class in Elfland.

Knight: Cur2, Afir
Ninja: Fir2, Lit2, Hold

And finally the level 4 spells for the Ninja:

Ninja: Ice2, Fast, Conf

I think that pretty much settles that for the new magic users, but for
now lets head back to Melmond and Crescent Lake to finish gathering
spells for the Wizards. In Melmond, the only spell to buy for the Black
Wizard is Warp, which will return you to the floor above, or below
(depending upon which way you are going) in a dunegon. In Crescent Lake
buy Exit for your White Wizard, and finish buying any other spells for
the Red Wizard who was prevented from getting due to the class change.
(I’ll post it all at the bottom of this walkthrough when I finish it
for easy reference.) Now with the Airship, there is any number of
places to visit, yet without doing them in order, they will be totally
pointless (and this way allows for you to acquire much better equipment
in the process.) For now lets head out to a small desert on the
northwestern continent, and visit the Oasis.

14. The Oasis

Monsters: Ankylo, Cerebus, WzOgre, Saber T

Key Item: Bottle (50,000 GP)

Items: None

This is basically nothing but a shop, and is the only place where you
must buy a key item. If you can afford to buy the Bottle, do so now but
it will set you back 50,000 GP. If you can’t afford it, just hang
around for a while and earn some gold, or run back to the Earth Cave
and the hall of giants to earn some quick gold. Once you buy the Bottle
don’t use it on the item screen, as you can loose it and you’ll have to
buy another one. Now we have to take it to a town and do something with
it. Lets now head to a town called Gaia on the other side of the world.
Just fly the airship to the west to reach Gaia easier. Oh yeah, be
prepared to bring a lot of gold with you on this trip as well.

15. Town of Gaia

Monsters: Hydra, FrWolf, FrGiant, Wyvern, R. Ankylo

Key Item: Oxyale*
*: To receive this item, you must have the Bottle (see above) and use
it at the spring behind the town.

Items: None

Weapon Shop:
[CatClaw: 65000 GP]

Armor Shop:
[Gold Bracelet: 50000 GP]
[ProRing: 20000 GP]

Item Shop:
[Cabin: 250 GP]
[House: 3000 GP]
[Heal Potion: 60 GP]
[Pure Potion: 75 GP]

Clinic: 750 GP

Inn: 500 GP

White Magic Shop: (level 7)
[Cur4: 45000 GP]
[Hrm4: 45000 GP]

Black Magic Shop: (level 7)
[Ice3: 45000 GP]
[Brak: 45000 GP]

White Magic Shop: (level 8)
[Fade: 60000 GP]
[Wall: 60000 GP]
[Xfer: 60000 GP]

Black Magic Shop: (level 8)
[Stop: 60000 GP]
[Zap!: 60000 GP]
[XXXX: 60000 GP]

This is a pretty lively town, and most of the talk is about towers in
the desert whether its real or not, or how outsiders like yourself
managed to get this far north and so on. I hope you brought a lot of
gold with you, as this place is very expensive in terms of both
equipment and spells both of which level 7 and 8 are available, for a
price of course. In terms of items to buy, you should buy the CatClaw
for your Black Wizard, as the added power it offers for him makes him
somewhat more capable in battle, but he should stick to his main
strength, and that is casting spells. In terms of armor, you should buy
a ProRing for everyone since this valuable item while offering decent
defense, it will also protect you from the fatal Rub and XXXX spells.
You should also buy your Wizard without a Gold Bracelet one if you can
afford to spend another 50,000 GP. I would also recommend you buy your
Master a bracelet as well, or you can wait till further in the game,
when you can equip him with the Opal Bracelet, probably the best piece
of armor in the game. If you can afford to buy spells now or later,
this is what I would buy, even though they are very costly, with the
more important of the group listed first:

White Wizard: (level 7) Cur4, Hrm4 (The last spell is to be bought at a
different town.)
Black Wizard: (level 7) Ice3, Brak (Again the third spell is bought at
a different town.)
Red Wizard: (level 7) Ice3 (The Red Wizard is limited as far as high
level magics go, and his final spell is also to be bought at a
different town.)

White Wizard: (level 8) Fade, Wall (The last spell is found at a
different place.)
Black Wizard: Stop, Zap! (The last spell is found at a different
place.)
Red Wizard: The Red Wizard cannot use any level 8 magics. Major bummer.

Once your shopping is done, your ultimate goal in this town is to free
the Fairy from the bottle which you bought earlier. Behind the town, to
the east of the Clinic, there is a spring. Approach the spring, and use
the bottle from your items. Do make sure that you are standing at the
spring (well 1 step below it where you can’t move any more) and then
use the bottle of you’ll waste it. The fairy will thank you for freeing
her, and give you the Oxyale, which is important because it allows you
to breath underwater. With this completed, lets head over to our next
destination area, as there are two to be completed in the same place,
near that town with the Sea Shrine in it called Onrac.

16. Onrac

Monsters: FrGiant, Ankylo, FrWolf, Wyvern, GrPede, Troll, Hydra, Tiger,
Saber T, Cerebus, Ocho, Caribe, FrGator, R.Caribe, Naocho, WzOgre

Items: None

Weapon Shop: None

Armor Shop: None

Item Shop:
[Cabin: 250 GP]
[House: 3000 GP]
[Heal Potion: 60 GP]
[Pure Potion: 75 GP]
[Soft Potion: 800 GP]

Clinic: 750 GP

Inn: 300 GP

White Magic Shop: (level 7)
[Aurb: 45000 GP]
[Hel3: 45000 GP]

Black Magic Shop: (level 7)
[Sabr: 45000 GP]
[Blnd: 45000 GP]

Thank goodness there isn’t a weapon or armor shop in this town, and
only one or two level 7 spells for you to buy. The inn is a tad bit
on the expensive side, but that tents to happen as you advance in any
game. For the last spells of level 7 this is what I tend to buy here.

White Wizard: Hel3
Black Wizard: Sabr
Red Wizard: Arub

None of these spells are really useful other than Hel3. Sabr is much
like the earlier spell Tmpr, except that it can only be used on the
Black Wizard himself. Arub is almost pointless now that you have or
should have ProRings, but if you can’t afford them for everyone, then
the Arub spell would prove useful for the Red Wizard at least, since
that’s the only other level 7 spell he can use next to Ice3. You’ll
find the Submarine down here leading to the Sea Shrine, but for now
lets skip that part and head back out of town, and head north along
the river to the Waterfall.

17. Waterfall

Monsters: MudGol, Nightmare, Mummy, WzMummy, Perilisk, Coctrice

Key Item: Cube

Items: Wizard Staff, Ribbon, 13,450 GP, 6,400 GP, 5,000 GP, Defense
Sword

At first the maze which forms this cave looks daunting, but its not so
bad. Just continue heading towards the west, while trying to avoid
heading in the other directions. When you have moved as far west as you
can, start to head south, and you’ll soon find a building with a Robot
inside it. Before you can collect your treasures, there is a fight with
monters just inside the door which cannot be avoided, so make sure you
are ready for a fight. I fought several times here, but it appears to
be mostly Mummies and WzMummies, with Coctrice thrown randomly in this
fight. Inside the chests you’ll find the Wizard Staff, Ribbon, 13,450
GP, 6,400 GP, 5,000 GP, and a Defense Sword. Equip this sword on your
Knight due to the fact that its the best sword up to this point. If you
use the Wizard Staff in battle, it will use the Conf spell and confuse
your enemies, which isn’t all that great but it can be fun. You can
either keep this or sell it as you see fit. If you use the Defense
Sword in battle, it will have the same affect as the Ruse spell. The
Ribbon only has an absorb rating of 1 but it protects you from all
status aliments, (do we see a familiar theme coming out of this?) so I
would equip it on your White Wizard. Be sure to talk to the Robot
before leaving, and it will give you the Cube, which will allow you
access to the Sky Castle, which you’ll visit shortly. For now
use Exit or Warp and head back down to Onrac . Once there rest at the
Inn and restock on any supplies which you are low on, and enter the
Submarine.

18. Sea Shrine (Upper Floors)

Monsters: SeaSnake, GrShark, WzSahag, SeaTroll, Lobster, Shark, Ghost,
BigEye, R.Sahag, Water, Naga

Key Item: Slab

Items: 2,000 GP, 9,900 GP, 20 GP, Opal Armor, Light Axe, Mage Staff,
1,760 GP, 9,000 GP, Opal Bracelet, 2,750 GP, 4,150 GP, 5,000 GP,
Pure Potion, Opal Shield, 10 GP, 10,000 GP, Opal Helmet, Opal Gauntlet

Upon first entering the Sea Shrine, make your way to the eastern side
of the first floor, and collect the 2,000 GP from the chest there. On
the western side of the floor, there is another chest with 9,900 GP in
another box over there. Once you have collected this gold. head to the
northeastern corner of the floor, and proceed up the staircase to the
second floor.

Floor 2:

When you first get to this floor, head south and then west, avoiding
the building you pass, since there is nothing inside it. Continue to
the west, and you’ll see another strange building. Enter this building
and collect the chest inside, a whole whopping 20 GP. Exit the room and
follow the path west again, and then north when the opportunity arises.
You’ll come to a building with the Opal Armor inside it, the best armor
which a Knight can buy (well find in this case). Equip it and then head
back south to the intersection. Continue heading all the way south, and
you’ll find a chest which contains a Light Axe inside it. While this
axe isn’t really good enough to be equipped, it does have the Hrm2
affect built into it, and it can be used infinetly but only in battle.
You can give this to your Red or White Mage, or you can even take it a
step further and keep it on your Knight, Ninja, or Master for battling
the undead. Who you wish to give it to will vary depending on your
party, so I can’t really offer any suggestions here. Exit the room, and
head back to the north, and then east, and you’ll find another building
with a treasure chest inside and it holds the Mage Staff. This is
another item with a spell affect on it, in this case Fir2. I tend to
give this item to the White Wizard, due to the fact that the Red or
Black Wizard can use it at will, and if needed can attack while the
White Wizard uses the staff. Again this will vary to your needs, so
give it to who you think would benefit the most from it. Head out the
exit and then back west, then south, then all the way east again, and
you will find yet another building, which is right next to the
staircase. Inside this building, you’ll find a treasure worth 12,350
GP. Once finished, head up the staircase to the third floor.

Floor 3:

There are no monsters to be found on this floor, only a lot of chests
and the Mermaids. The main item you are looking for on this floor is
the Slab, which will play a key part to the story later on. If you
run out of item space, you can either use the Exit spell and sell
the excess items in Gaia (the town above doesn’t have a weapon/armor
shop) of if you can afford to lose the gold, you can drop it. Some of
the good items to be found down here are the rest of the Opal gear and
the Opal Bracelet, among a few other goodies. I’m not going to tell
which way to go, since you don’t have to worry about getting attacked,
and there are too many chests to list without making this walkthrough
any bigger than it has to be. Once you have the Slab and the rest of
your items, use the Exit spell. Now what to do with this Slab we just
picked up. It appears to have some type of ancient language written
on it, which is indicated by symbols. If you recall, there was someone
by the name of Dr. Unne in Melmond trying to unlock the secets of some
unknown language. Perhaps this is what he needs to finally succeed at
his project. Next stop is to go back and see him.

19. Melmond revisited and Lefein

There isn’t much to do in Melmond now, except talk to Dr. Unne. He will
notice that the Slab you have is the key to understanding a long
forgotten language, and he will teach you how to speak it. Once that is
completed, you have to find the village which speaks this language.
Head back to the town of Gaia and head a little to the south. You
should see a lake and a small patch of grass which is the only landing
spot for your Airship at this location. Land on that spot, and head
south past the lake, through the forest, and you should come to a town
eventually.

Lefein

Monsters: Giant, Tyro, Wyvern, FrWolf, Zombull, R.Ankylo, Sand Worm,
Troll, Ocho, NaOcho, Gator, Hydra, FrGator, R.Caribe

Key Item: Chime

Items: None

Weapon Store: None

Armor Store: None

Item Store: None

Clinic: None

Inn: None

White Magic Shop: (level 8)
[Lif2: 60000 GP]

Black Magic Shop: (level 8)
[Nuke: 60000 GP]

First thing to do when entering this town is to find the secret magic
shops which are from the northeastern corner, and through a small
single path, and both are very good spells. Nuke is the best offensive
spell (usually) for the Black Wizard, while Lif2 will fully revive and
restore the HP of the person it was used on. If you want to talk to the
townspeople you can, most will fill you in on some of the legends which
float around the area. If you want to learn about the storyline, it is
pretty interesting to talk to them, but its not required. The only one
which you are required to talk to, is the sothernmost person on the
eastern side of the river. He will give you the Chime, which he says
is required to enter the Mirage Tower. Now that you are finished here,
head back to the Airship, and land on the other side of the mountain
and head over to the Mirage Tower.

20. Mirage Tower and the Sky Castle: (both are so close I decided to
list them together)

Monsters: (Outside Mirage Tower) Tyro, Ankylo, R.Ankylo, Wyvern, T-Rex,
Sand Worm

(Inside Mirage Tower): Chimera, Nightmare, Badman, Vampire, Cerebus,
Mummy, WzMummy, Guard, Wyvern

(Inside the Sky Castle): GrNaga, Air, Nightmare, Evilman, Badman,
GrMedusa, Manticor, Chimera, Eye, Slime, RockGol, ManCat, Medusa,
WzVamp, Sentry, R.Hydra, MudGol, Sorcerer

Key Item: Adamant (Sky Castle)

Items: (Mirage Tower) 880 GP, Heal Helmet, 18,010 GP, 3,400 GP,
Vorpal, 2,750 GP, Aegis Shield, Cabin, 13,000 GP, House, 7,690 GP,
12,350 GP, Thor Hammer, Sun Sword, 10,000 GP, 7,900 GP, 8,135 GP,
Dragon Armor, ProCape, 8,135 GP, 9,500 GP, Cloth, 6,400 GP, Soft
Potion

(Sky Castle): Bane Sword, Heal Potion, 4,150 GP, 9,900 GP,
7,900 GP, 6,720 GP, Heal Helmet, ProRing, 5,000 GP, 180 GP, House,
Silver Helmet, Opal Gauntlet, 880 GP, 13,000 GP, Ribbon, Opal Shield,
Black Shirt, White Shirt, Soft Potion, Katana, 4,150 GP, 3,400 GP,
ProRing, Heal Potion, 5,450 GP, 9,000 GP

Mirage Tower: Floor 1

All I can say about the first two floors of the Mirage Tower is wow.
There are so many treasure chests in this place than anywhere else in
the game, except maybe for the Sky Castle, which is just above
here. Make sure you have plenty of free slots open for your armor,
as there are a lot of armors to be found on this floor such as the
Heal Helmet which should be equipped on your Knight or Ninja. Much
like the Heal Staff you found earlier, it will use the Heal spell
when used in battle. The Aegis Shield is also a must equip here,
as it will protect your Knights from the ill affects of the Stone
attacks. The Vorpal weapon also found on the first floor isn’t nothing
to get excited about, as its power is way weaker than any other weapons
you may have at this time. Once you are finished getting all the chests
head up to the second floor. This is one of the easiest places to get
from floor to floor, so you best enjoy it while you can.

Floor 2:

The maze of getting to the treasure room is a little more difficult
upon this floor, but much like the first floor there is plenty of
treasure to be found here as well. Some of the great finds in the
treasure chests here are the Thor Hammer and Sun Sword. Equip the
Thor Hammer on your White Wizard, and move the Zeus Gauntlet to the
Black Wizard, as having two Lit2 items at the same time is pointless
because you can only use one or the other, but not both at the same
time on the same character. Equip the Sun Sword on your Knight, and
enjoy the power of the fourth best weapon in the game (or maybe its
the third best. The Katana and Sun Sword are seperated by only 1
point of attack, but I can’t recall which one is better). You can
equip the Dragon Armor if you wish, but it has the same stats as the
Opal Armor (but it makes for a great suppliment if you have two
Knights), and head up to the third floor when you have everything
re-arranged to fit your current party.

Floor 3:

This is the last floor of the Mirage Tower, and is really short. Make
sure you are fully healed when you enter the door to the building in
the center of the room, as you’ll have to fight a Blue Dragon, and it
has a powerful thunder attack, and it usually gets the first attack.
After defeating it, you’ll be at the bottom floor of the Floating
Castle.

Sky Castle: Floor 4

On the first floor of the Sky Castle, head directly south to the
building down there and collect your Bane Sword. While this sword is
extremely weak and shouldn’t be equipped under any circumstances, give
it to your White or Black Wizard. Using it in battle will produce a
Bane Spell. While not totally effective, there are times when it does
prove to be useful. Now head back to the where you started, and head to
the west. Enter the building and collect the Heal Potion and the gold,
and go back to the east and enter that building over there. Inside
you’ll find 6,720 GP, another Heal Helmet, a ProRing, 5,000 GP, and
180 GP. Equip this new helmet on your Knight, or give it to a member
who has a free slot to use when needed. Now head back to where you came
from and go north to go up to the next floor.

Floor 5:

This floor has a few different paths to choose from and each one leads
to a treasure room, except the northern and southern prong. Lets hit
the two northern ones first. The northwestern prong holds a House, and
a Silver Helmet. The northeastern prong holds an Opal Gauntlet. The
western prong holds 880 and 13,000 GP. The eastern prong holds a
Ribbon, and an Opal Shield. The southwestern prong houses the Adamant,
while the southeastern prong holds the Black and White Shirts. These
are vaulable items as far as armor goes, for the Black and White
Wizards. They offer the same protection as a Gold Bracelet, but
its their battle spells which make them more useful. The Black Shirt
casts Ice2 when used, while the White Shirt casts Inv2 in battle. You
will find these very useful in your upcoming battles when you may need
to conserve magic. I’m sure that we’re all dying to go out and get your
Xcalber but for now lets go and fight Tiamat at the top of the tower
since we’re nearly there. Only exit out if you need to heal or are out
of room for items, since there are a few items left to get. If not,
head to the teleport at the southern prong.

Floor 6:

This floor is a little bit of a mess as far as design goes,
but you’ll just have to bear with it. First make your way to the east,
and enter the building there. Inside you’ll find a ProCape, some gold,
a ProCape, a Cloth (drop it immediatly) and a Soft Potion. Head out and
go back to the teleport. If you want you can look out the window here,
as it gives you a hint as to where to go for the end of the game. If
you head south, you’ll come to two more buildings. To much
disappointment these do not have any treasures inside them. Directly
west from the window, you’ll find a treasure room with a Soft Potion,
4,150 GP, 3,400 GP, and the Katana inside. The Katana is the best
weapon for the Ninja (despite how wussy it looks when you attack
with it, and besides the Masmune) so equip it right away. You saw
the teleport heading to this room, so lets go up now. Also if you
go north from the window, you’ll come across another treasure room
with four chests in it, and they hold a ProRing, 9,000 GP, 5,450 GP,
and a Heal Potion. If you are confident in your stats you can continue
upward in the Sky Castle, if not I would recommend using Exit now
and healing up and saving your game so you won’t have to collect all
these treasures again.

Floor 7:

This floor is a maze even though it doesn’t look like it. If you move
in a north and then west path and repeat two or three times you’ll come
to the teleport to the final floor. You can also use a west and north
pattern, as well as a south and east and a east to south. Its your
choice as to what path you wish to take. When you find the teleport,
take it up to the next floor.

Floor 8:

There is only one way to go across this small bridge and its to the
north. Do be warned, that the toughest monster in the game, WarMech,
makes this bridge his place of business. The WarMech even makes the
fiend Tiamat whom you are about to challenge, and even the final boss
look weak. It can hit for about 200-400 even on a Knight, and it uses
Nuclear, which hits for about the same or even more on the whole party.
To make matters worse, it usually gets the jump on your party, well
being a machine its to be expected, and it uses Nuclear about 85-90%
of the time first thing, so if you are not healed, it could quite
easily wipe out your party before you know what hit you. I recommend
healing after each battle to avoid this happening to you. If you do
have to fight it, I wish you luck. There is no one stradegy which will
work with any degree of success but this is what I do. I will have all
my fighters attack, and have the Red and Black Wizard cast Fast on all
of them. I have the