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When you first start the game, you will see a short paragraph describing the basic plot of the game. As it says, the world is in trouble. But not to worry, the Light Warriors are here. Who are the Light Warriors, you ask? YOU AREHitting a button will bring you to this screen. Pressing LEFT or RIGHT will allow you to select a text display rate. I always use 7. Next, it's time to load a game or start a new one. Picking New Game will allow you to create some characters. NOTE: This game is from 1987. That's pretty OLD! Final Fantasy has been around a long time. Man, I feel old now.
Now it's time to choose some characters. There are six to choose from: Fighter, Thief, Black Belt, Red Mage, White Mage, and Black Mage. You can take any combination of characters you want. But be careful; this is a one-time only decision, and it's a very important one. Now, name your characters. You only get 4 letter names, so be creative. Once that's done with, you are ready to playYour party first appears right here. This is the World Map. You can travel between towns and dungeons on the World Map. Eventually you'll get vehicles to make travel faster and easier, but for now, you have to walk. If you walk around for awhile, you'll note that you have to fight random enemy encounters. Get used to it, random battles are your major source of income. Don't go off fighting yet, however; you need equipment first. Notice that only one character is shown here? Whoever is the first person in your party is the one who appears on the World Map. How do you change the order of your party members, you ask? Hit SELECT.This is where you can change the order of your party members. Press A to select a character, then choose another and press A again, and they'll switch. Simple, isn't it. When a party member dies or is poisoned, he will automatically move to the back of the party. Use this screen to move him back when he's healed. For now, just hit B to leave this screen, and head north, into town. It doesn't matter which town picture you walk on, they all take you to Coneria. This is Coneria, the Dream City. It's quite the bustling little town, isn't it; people are walking all over the place. You can talk to them by facing them and pressing A. You can also examine items in this way; examine the fountain, for example, and see what it says. But, for now, head north to the weapon shop. Once inside, you'll see a list of equipment for sale. Certain characters can only equip certain kinds of equipment. For now, buy a Rapier and give it to your Fighter, then leave the shop, and press START.This is the screen where you can change your party's equipment, use items and magic, and view your party's stats. You're here to equip the Rapier you just bought. Select WEAPONS in the menu, and you'll see a screen with each party's equipment. Select EQUIP, and select the Rapier. See the little E? That means it's equipped. WARNING: you can have the best sword or armor in the world, but it's not going to do you any good if it's in your backpack! Make sure to equip your armor and weapons.
   
You'll also notice the four Orbs in the upper left. Notice how they're all dark? Hmmmm. Maybe you can get them to light again, somehow...  You may be wondering, how do I save my game? Well, there are a couple ways. You can either use a Tent, Cabin, or House; or stay at the Inn. Staying at the Inn restores all of your HP and MP, in addition to saving your game, so you'll be visting them quite often. All towns have an Inn, luckily.

Most towns also have a Clinic. This is where you can revive dead party members. It's expensive though, so try not to die (he he he... like you can help it anyways). Most towns also have an Item Shop, where you can purchase Items .
 
CHAPTER 1 
Sara, Princess of Coneria, has been kidnapped by the evil knight Garland. Garland waits in the Temple of Fiends; defeat him to rescue Sara. As a reward for rescuing his daughter, the King of Coneria has a Bridge built connecting the peninsula to the rest of the continent to the east, and Sara gives you the LUTE, a magical instrument whose purpose is yet unknown. You start the game already carrying 400G. How nice. That's just enough money for weapons, armor, and a couple spells. 

You'll be able to afford two spells after buying this equipment. I recommend getting CURE for your White Mage, and FIRE for your Black/Red Mage. Also, DON'T FORGET TO EQUIP THE WEAPONS AND ARMOR YOU JUST BOUGHT.

Well, now you're broke. What to do? Maybe you should settle down and get a decent job like normal folk? ...didn't think so. I know! Let's go beat the crap out of some monsters and take THEIR money!
Leave town and wander around the forests. Eventually you'll get to fight some Imps. (don't wander too far north, or you'll encounter more powerful enemies that you may not be able to handle yet) Imps aren't worth much money or EXP, but they are quite easy to kill. Fight them until you have enough money to buy all the spells and equipment you want. As a side bonus, you'll begin to gain levels from fighting all those imps. What a treat. Fight Imps until you reach Level 3.  
 
In Castle Coneria you'll meet the King, his wife Jane, and their daughter, the Princess Sara. If you should happen to pay them a visit, you'll see that the King is looking for you. It seems he has some sort of problem. What's the problem, you ask? Princess Sara has been KIDNAPPED! Uh oh. I wonder where we can find some big strong warriors to go save her.  The queen is worried too. I wonder what this Prophecy thing is that the King mentioned? And who's Lukahn? (he he he... you'll find out soon enough). In Castle Coneria you'll come upon one of the greatest unsolved secrets of ALL TIME! That's right, it's the Invisible Man! (Actually it's a lady.) Who is she? Where did she come from? Why can't we see her! No one knows. Some call this a programmer's error, but in reality it is a clever plot twist that will leave you wondering for the rest of your life!
 
If you're at level 3, you're strong enough to head to the Temple of Fiends. The ToF is a bit to the north of Coneria, but not a far walk. However, you may want to buy a Tent, and use it to save right outside the Temple. That way, if you die, you can restart right from there.  Welcome to the Temple of Fiends. It's your first dungeon, and it's not very hard compared to most in the game. There's some nice treasure to be had here. Unfortunately, only two of the rooms are unlocked. The others seem to be locked by the Mystic Key. Get used to it, you'll be running into a lot of locked doors in the near future. Equip the Cap on one of your mages (preferably, the White one), grab the other stuff, and head into the center room.  In the center room you'll find Garland himself. And there behind him is the Princess. Maybe he'll just let you have the Princess and be good from now on? (I don't think so.) Time to kick the crap out of Garland, you impertinent fool, you.Garland is pathetic. If you're at level 3, you should have no problems. Have your Black mage use FIRE or LIT, and save your White Mage for healing, in case Garland gets a hit in. Everyone else should fight. Garland should be dead in no time at all. After you kill him, you'll reap the rewards; loads of G and EXP. Now it's time to rescue the Princess; just walk up and talk to her. She's glad to be free (obviously) and she teleports your whole party back to Castle Coneria. Talk to her again, and she'll give you her lucky Lute. You'll carry this Lute with you throughout the entire game, but you won't have any use for it (other than to entertain yourself) until the end of the game. Sara's Dad is happy to have her back. Talk to him, and he'll have a bridge built in your honor! Aren't you special.Well, with the Princess rescued, what is there to do? A man in Coneria tells you he's from a town far to the east called Pravoka. Might as well use the new bridge and see what Pravoka has to offer. Make sure you're done shopping in Coneria. You should now have all the Level 1 spells that you plan on getting. Buy a couple Heal Potions and a Tent if you wish, because the journey to Pravoka is a long one, and the monsters along the way are stronger than any you've seen so far. When you are prepared, kiss Coneria goodbye, and walk across the Bridge.  When you walk onto the Bridge, you are given a real treat. A nice little picture appears, a few credits run, but most importantly, you get to hear the Prologue for the very first time! This is the greatest song in Final Fantasy history, and it's been in every Final Fantasy in the series. This song is a big part of what makes Final Fantasy great. Enjoy the music, then prepare to continue your quest to save the world and light the Orbs.
 
CHAPTER 2
Your first stop after you cross the Bridge from Coneria is Matoya's Cave. The Cave is straight to the north of Coneria; you'll have to go through a mountain pass, and around a couple rivers to get there. Inside Matoya's Cave you'll find a bunch of talking brooms. Bet you didn't see that one coming! They speak in a super-secret, impossible-to-crack code that has stumped Final Fantasy players for a decade... OK, I lied, read it backwards. If you PUSH B SELECT (at the same time, outside of the cave on the world map, that is), a nice little map of the world will appear. Upon entering Matoya's room, you'll find alot more talking brooms, and Matoya herself. Take the Potions from the treasure chests in this room (she's blind, she won't see you steal her stuff, he he he...). Then talk to her. It seems she has a problem. Someone stole her Crystal. Maybe if you find it and give it back to her, she'll give you something in return?

Well, that's all to do in Matoya's Cave, for now at least. Time to go to Pravoka. The journey to Pravoka is a long one. To make matters worse, the enemies you'll fight on the way to Pravoka are stronger than any you've fought so far. If you find any Ogres, be careful, they are rather strong and could kill a weak character with one hit. Keep going east, and eventually you'll find Pravoka. Pravoka is a port town, right on the ocean. See the port? I wonder if there are any ships docked there at the moment. He he he... Time to enter Pravoka.
  
You'll probably notice that Pravoka is strangely empty of people. The guy near the entrance only screams "Help!", so we have to find someone else who could give us some info. Maybe that guy with the blue mohawk can help. Guys with blue mohawks are generally good for information, I've found.  Yup. Mr. Mohawk has some info for us. The town has been overrun by Pirates! What to do, what to do... well, first things first, let's go shopping!
 
Pravoka has lots of great stuff for sale. The Level 2 spells are here, but only ICE is really worth buying now. There is also a lot of armor and weapons for sale here that's much more powerful than the stuff for sale in Coneria. However, all of these things are expensive, and you probably don't have the money for everything you need right now. Don't worry. Just buy what you can, and head to the Inn. Time to save the game, before battling the Pirates.  After you're all rested up, it's time to talk to Bikke the Pirate. He doesn't think much of your party of warriors, and he tells his Mates to kick the crap out of you. Uh oh. Time for a boss battle. Good pirates must be hard to find these days, because Bikke's friends are weak. Very weak. Even though you have to face nine of them at once, they are still easily defeated. Bikke isn't so tough without his pals to back him up. In fact, he gives you his Pirate Ship! Now you can sail the open seas. But first, maybe you should get some info, so you know where exactly you should be sailing to.This lady has some interesting information. It appears Matoya has something very useful. I bet she'd give it to you if you gave her back her Crystal. But I wonder who stole it. And why is the Elf Prince asleep? Melmond, a town far to the west, is also having problems, apparently. But one thing at a time. We have to help the Elf Prince. Finish shopping with the money you got from killing the Pirates. Be sure to get your weak characters some gloves if you can afford them. Don't worry if you can't afford everything you want right now though, you can come back later for it. Where you're going next, there is a lot of money to be had. Hop aboard the Ship and set sail for ElfLand!
 
CHAPTER 3
With your newly acquired Ship, you can reach many places that were previously unaccessable. Elfland, for example. Elfland is directly to the south of Coneria.

In the Ship, you will have to fight random battles, as always. But now, you will be fighting water monsters. Your best attack against water monsters is LIT; all water monsters are weak versus lightning magic. Most monsters you'll fight in the Ship are very weak, however. So don't worry about it. If you find any Kyzoku's, make sure you kill them, they're worth 120G apiece.  Park your Ship at the port, and walk south to Elfland. This is a good time to get some info.

Hmmmm. There's something wrong with the Prince, eh?Astos, the Dark Elf, is apparently in disguise. You'd better keep an eye out for any suspicious characters.Spooky castle? We can't have castles lying aroung spooking people, now can we? You'll probably want to pay it a visit sooner or later. But not right now. Let's go to the Castle of Elf and see how the Prince is doing.There are many things to learn from the Elves in the Elf Castle. It seems that Astos, the Dark Elf, has attacked the Elf Castle and laid some sort of curse on the Elf Prince. What kind of curse, you ask? A sleeping curse. The Elf Prince has been asleep for the last 5 years! So what can you do about it? Apparently, a magical Herb is the only cure.Now you need to know where to get the Herb to heal the Elf Prince. This guy tells you that Matoya the Witch has some. How convenient. Now you just have to convince her to let you have some. Maybe if you return her Crystal...  One last thing to learn about the Elf Castle. You'll probably notice a room that appears to be inaccessable. No hallways lead there. Hmmmmm...The way to get there is to sneak around the outer wall of the Elf Castle. There is a narrow path you can follow without being transported to the World Map. Yay! Treasure time, right? Wrong. The Mystic Key strikes again. Man, I hate that Key. There's nothing else left to do in the Elf Castle, for now.Remember the "spooky castle" that one of the Elves mentioned? It's time to pay it a visit. Before you leave, however, you should prepare. There are a lot of monsters along the way that can (and will) poison your party members. So you need to stock up on Pure Potions. Luckily they are for sale right in Elfland, so go buy about 10 or so (you may need to fight a couple monsters to get the money to pay for them, but it has to be done). Grab a Cabin, too, or buy a Tent from Coneria, because it's a rather long walk to the Northwest Castle and back, and you don't want to have to do it all over again if you get wiped out.
 
The Northwest Castle is far to the Northwest of Elfland (obviously). So, head west, then north. It's just a bit to the north of this lake. You should run from any Asps, Arachnids, or Werewolves that you find, to lessen your chances of being poisoned.

 
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You may want to use a Tent or Cabin now, so that you don't have to make this long walk again if you get killed on the way back. It's up to you. The Northwest Castle is not a happy place to be. "Spooky" is pretty accurate, actually. There are bats all over the place, and the castle seems to be in a general state of ruin. I wonder what kind of King would live in a place like this.The King of the Northwest Castle is a real punk. He orders you to fetch his Crown like you're a bunch of dogs. But, you're the Light Warriors. Getting his Crown is the right thing to do. But no one will know if you kick it around a bit before you return it...The Northwest Castle has a nice big treasury. Unfortunately, the God-forsaken Mystic Key has been here before you. Man, I HATE that Key!! Oh well. You need to go to the Marsh Cave to get this guy's Crown back, but you are nowhere near prepared for it.
 
The Marsh Cave is very dangerous; it's the first real challenge your party faces in Final Fantasy. The Temple of Fiends was a piece of cake compared to the Marsh Cave. You need to gain some levels, and get some new equipment, before attempting to retrieve the Crown. So head back to Elfland. In case you haven't noticed, stuff in Elfland is really expensive. 4000G for a Silver Sword! And 4000 apiece for Level 4 spells! Yikes. The things for sale in Elfland, though, are very much worth the money. You need to get this stuff before you attempt the Marsh Cave. So, where can you get money? The best place to get G quick is fighting Ogres in this region. Ogres are worth 195 G apiece, so kill about 20 of them and you'll have enough for a brand new Silver Sword, or a couple Level 3 spells.

To tell you the truth, this is the most boring part of Final Fantasy. You will spend many, many hours fighting Ogres over and over and over... But it has to be done. As an alternative, just to spice things up, take a break from Ogres every once in awhile, and go fight some sea monsters. Or, head to the special place north of Pravoka  once you're strong enough to survive the monsters there, that is. But I consider that cheating.Fight Ogres until all of your characters are at least Level 9. Of course, you'll gain a whole lot of money while getting to that level. Buy everyone new weapons, armor, and magic.In addition to equipment, you should make sure that you have all the Level 3 and 4 Black and White magic spells that you'll need. Make SURE you have FIR2, LIT2, and CUR2 (and HRM2, if you have a White Mage). Also, if you've gotten all of your characters to Level 9, you'll be able to use Level 4 spells. FAST and PURE are the only ones you'll need, and they aren't absolutely essential to getting through the Marsh Cave (although they are very helpful). Only get them if you have an extra 8000G laying around. The last (and probably most important) things you'll need to buy are Heal and Pure Potions. You will need to heal yourself A LOT in the Marsh Cave, and CURE spells aren't going to be enough. Get as many Heal Potions as you can afford. 50 Heal Potions should be enough, but the more you get, the better. Also, get some Pure Potions. There are many poisonous monsters in the Marsh Cave, and you're going to be a long way from Elfland, so make sure you don't run out. The White Magic PURE spell can help, though, so don't get more than 10 or 15 Pure Potions, more than that is probably not necessary. Last, but not least, buy either a Cabin, a House, or a Tent (from Coneria).  Once you have all the necessary equipment, stay at the Inn one last time to get your HP and MP back to full. Now it's time to put all of that Ogre fighting to good use; let's go and kick some Marsh Cave butt.
 
The Marsh Cave is far to the west of Elfland. To get there, you'll have go a bit to the north, around the mountains, then south to the Cave. On your way there, you'll get into a lot of random fights. You should RUN from all of these fights; save your HP for the Cave. If you do wish to fight, for some reason, do NOT use any magic. You will need every single spell for the monsters in the Marsh Cave. 

Once you reach the the Marsh Cave, use your Tent, Cabin, or House right outside the entrance. That way, if you should happen to be wiped out inside, you can start again right here, with full HP. Now it's time to go inside. Welcome to the Marsh Cave. You will notice almost immediately that the monsters in here are stonger than any you've fought so far. There are also Undead all over the place.

You may be tempted to FIR2 everything in sight, but make sure you conserve your spells. You'll need a couple LIT2's, FAST's, and CUR2's when fighting the Boss that guards the Crown, so don't use them all up before you get there. When in battle, try to rely on your weapons, or just run from monsters if you start getting killed. Especially run from poisonous monsters like Scums, Arachnids, and Werewolves. And always run from Scorpions, they're poisonous, and have very powerful attacks. Just inside the Cave, there is a fork in the road; you can go up or down. Going up leads to some minor treasure. Down is the way to the Crown. If you feel like treasure-hunting, go up; all you'll find, though, is 1300G, a Short Sword, and a Large Dagger. If you want the treasure, go up until you reach the stairs. Then start ransacking the treasure chests. This is the easiest way to make money in Final Fantasy; just think of how many Ogres it would've taken to get the money you found in just those two treasure chests. Keep the crappy weapons and armor you find in the Cave, too, you can sell it later. Back on the first level, take the lower path. You'll soon come to another fork in the road. Just keep going south, the other path is a dead-end. Eventually you'll come to the ladder that leads deeper into the Cave. Go ahead and use it. Only two more levels to go. On this floor, you'll find many treasure chests, but they're all empty, so don't waste your time. The path to the next level is kind of tricky. Go all the way to the bottom of the room, then head right.
Then go through this room, and out the other side to find the stairs. This is the last floor. There is a whole lot of treasure on this floor, including a House, Iron Armor, and a couple hundred G. Collect it all. Also on this floor is some REALLY nice treasure, but of course, you can't get it because of the stinking Mystic Key. The Crown is in the third room down, two from the left. You'll recognize it from the weird sculpture things around the treasure chest. DO NOT walk up to the chest yet, though. Stepping in front of the chest will initiate the Boss fight. So make sure you are at full HP before you do.
 
The Wizards are very strong opponents. How many you fight is random; it could be 2, it could be 5. LIT2 is your best bet for killing the Wizards before they kill you; use FAST, too, if you have it.Once the Wizards are out of the way, the Crown is yours! Now there's nothing left to do but backtrack to the exit. If your party is hurt badly, you may need to RUN from almost every battle. All you need to do is make it to the exit, though, then you can use the House you found and you'll be good as new. It's time to return the Crown to the Northwest Castle. If your party is in fairly good shape, head straight north to the castle. You might want to take a detour to Elfland to heal up, though; there is another Boss fight coming.

If you have another Tent or Cabin, now is a good time to use it. Talk to the King, to give him back the Crown. Uh oh. Not only is he not grateful, he also wants to kill you! He was Astos, the Dark Elf, all along! He also (conveniently, and for no reason) admits that he has Matoya's Crystal. Time for a fight. Astos can be a tough opponent. He can use RUB, which will often kill a party member instantly. Other than that, though, he's not so bad.Once you kill Astos, you keep the Crown, and you get the Crystal! Head back to Elfland to save and heal, then it's on to Matoya's Cave. After all those boss fights, you're probably hurting pretty badly. So heal up at the Elfland Inn, before going to Matoya's Cave. You can also start to spend some of the money you got from the Marsh Cave, if you like. It's better to save it, though; you're going to need it in Melmond, the next town. But more on that later. Sail north to Matoya's Cave. You can sail your Ship right under the bridge north of Coneria, and dock it at a port just a little to the south of the Cave.  Enter Matoya's Cave and talk to the Witch. Of course, she wants her Crystal back, and she trades you the Herb for it. Talk to Matoya again, if you like. She doesn't seem very grateful. But maybe kicking you out of her Cave is a Witch's way of being friendly. Oh well. Time to wake up the Elf Prince.
 
After leaving Matoya's Cave, your next destination is the Castle of Elf. To wake the Prince, first talk to the guy (girl?) standing next to his bed. The Herb works! The Elf Prince is finally awake. Talk to the Elf Prince himself. He will give you the Mystic Key! Now you can finally collect the treasure that's behind all those locked doors. The first of the locked treasure chests is in the Castle of Elf, how conventient. Remember, to get to the treasury, you have to circle around the outside wall of the Castle. In Elfland's treasury, you'll find a shiny new hammer for your White Mage, a Copper Gauntlet, and some cash. 

Now that you have the Key, what next? Well, before continuing with the important stuff, you might as well go around and ransack all the locked treasuries you've found.In the Temple of Fiends, you'll find two very nice swords: the Rune Sword and the Were Sword. If you have a Thief, give him the Rune Sword; sell the Were Sword. There are some Gargoyles guarding each sword, though, so be prepared.  There is some nice treasure in the Northwest Castle. In particular, the Power Staff; it sells for a whopping 6172G! You'll also find an Iron Guantlet for your Fighter, and a Falchon (sell it). This time, Images and Mummies guard the treasure. You can avoid them if you don't walk in the spaces directly below the chests, though. But you might want to fight them; they are worth a whole lot of G and EXP (they're also very strong, but a FIR2 spell will kill them all). If you want, you can also revisit the Marsh Cave. There is some nice treasure here too. You'll find a Silver Bracelet (excellent armor for a White or Black Mage), a Silver Dagger, and some G. Beware: these chests are guarded by Wizards! That's enough treasure hunting for now. Now that the Elf Prince is awake, and Astos is dead, and Matoya can see again, there's not much left to do in this part of the world. It's time to go elsewhere, to try to find a way to light the Orbs. Unfortunately, there is no way out of the Aldi Sea; you are stuck in there!

Well, there is one place you haven't been yet: the Dwarf Cave. The Dwarf Cave is a bit to the west of Coneria. You'll have to dock your ship here, and walk the rest of the way. This cave is in the middle of nowhere! Oh well. I guess the Dwarves don't like company. Inside the Cave, there are Dwarves all over the place. They have some useful information, so start talking.

While you're at it, get the cash in the treasure chests just above the entrance. The source of the Earth's rot is apparently far to the west. All the more reason to find a way out. Hmmmm... What's a Floater? It must be important (it's all in capital letters :) ). Oh well, no sense worrying about it now. In the upper part of the Cave, you'll find Smith, the Dwarven Blacksmith. He will make you an extremely powerful weapon, if you can find him some Adamant. It'll be a loooooooong time before you find it, though. But it's worth the wait. This guy has absolutely nothing important to say. Then, why do I have a picture of him here, you ask? It's my walkthrough, I'll put pictures of whatever I want! This guy has some very useful info. It seems that Nerrick is trying to build a canal. This could be your ticket out of here! Go find Nerrick. (he's at the south end of the Cave) Nerrick's canal is almost done! But there's a big rock in the way, and he can't finish without some TNT. Well, you'll just have to find him some. But first, ransack the treasury! There is A LOT of treasure to find here. If you have a Thief, give him the Dragon Sword. The Silver Armor is very good for a Red Mage; otherwise, just sell it. Now, where can you find some TNT? Well, this guy gives you a little hint (actually, he just comes right out and tells you where it is. It's in Coneria.)
It's time to take a trip back to Castle Coneria. With the Mystic Key, you can now enter Castle Coneria's treasury. There is some minor treasure here, but more importantly, you'll find the TNT. Take the TNT back to Nerrick. With it, he's able to complete the canal. Your Ship can now reach the outer lands! Before leaving this area, make sure you have all the equipment, spells, and items you'll need. You should stock up on Heal and Pure potions, because there is no Item Shop in Melmond. Make sure you take a couple Softs, too; you will soon face enemies that use petrification attacks. Buy some Tents, Cabins, or Houses, also.

You should now have all the Level 1-4 spells you want. You should easily be able to afford them, what with all the treasure you've been finding in the previously-locked treasuries. Once you're done shopping, it's time to sail through the canal to Melmond, in the west.
 
CHAPTER 4
 Sail your Ship through the new Canal and a short distance to the west. Here you'll find the next town, Melmond. The first thing you'll probably notice is all the swampland surrounding the town. The earth's rot is very apparent here. I'm sure someone in town has some info about that, though. Time to start talking to people. Melmond is not in good shape at all. The ground is all rotting and ripped up, and many buildings have been destroyed in an attack from a Vampire. Among the buildings destroyed are the Item Shop, and the Clinic. Ouch. If you need some healing services, it looks like you'll have to go all the way back to Elfland. I hope you stocked up on potions before coming here...
There is apparently a Sage in a cave to the south, somewhere. Maybe you should pay him a visit... but not yet. Get some more info first. This guy has some useful information. If you light the Orb of Earth, the earth will begin to repair itself. That's good to know.There's a dwarf named Jim in Melmond. He has no purpose whatsoever. Ignore him. (Why include him here, you ask? ...beats me.)  Ah ha! To get to the Sage, you have to pass through the Titan's Tunnel! Well, you'll just have to pay the Titan a visit. ...but not yet. There are still more people to talk to.
This pile of rubble used to be the Clinic, I think. Oh well. Not much Clinic-ing going on here any more. Wow, an ancient civilization in the north. How interesting. You'll visit this civilization, much later in the game.

Here is yet another reference to a stone that makes things float. A Floater Stone, if you will. It must be important. But you won't find it for awhile yet, so just forget about it for now. Huh-oh. RUBY is capitalized! That means it's a quest item. If you put two and two together, you'll probably realize that you're not getting through the Titan's Tunnel unless you find him a Ruby. Darn.
Probably the most important thing in Melmond is the legendary Dr. Unne. He has a special purpose, that is revealed later in the game. For now, just bask in the glory that is UNNE! Earth Cave, eh? That sounds like a dungeon. Yippee. Well, maybe you'll find the Vampire in there. Or the cause of the earth's rot. The Earth Cave sounds like a good place to light the Orb of Earth, doesn't it?
This guy seems to think that the Vampire is the cause of the Earth's rot! That's a good theory. Only one way to test it; kill the Vampire, of course. 

Oh well, that's enough information for now. It's time to go shopping!  If you thought things in Elfland were expensive, wait until you see the prices in Melmond! 45000G for Steel Armor! 8000G apiece for a 5th level spell! That's a lot of money. You need to find a good place to make money quick, and Ogres just aren't going to do the trick this time, unless you have a couple years of playing time you'd be willing to spend. Which I doubt.

IMPORTANT: You'll notice that your Black/Red Mages are unable to buy the spell WARP. You cannot learn this spell until after the Class Change, later in the game. So LEAVE ONE OF YOUR 5TH LEVEL SPELL SLOTS OPEN so that you can get WARP when you're able! WARP is one of the most helpful spells in the game, and you don't want to go without it. 

Well, enough of Melmond for now. Let's go exploring. The Titan's Tunnel is a good place to start. The Titan's Tunnel is a bit to the west of Melmond. On the World Map, you can see where the exit comes out on the other side of the mountain; this tunnel is the only way to get to that area, it seems. It's the only way to reach Sarda the Sage, too. Bad news. The Titan is not friendly. He refuses to let you through his tunnel. Maybe if you can find him a Ruby, he'll reconsider.

That's all for the Titan's Tunnel, for now at least. Head south from the Titan's Tunnel to your next stop: the Earth Cave. The Earth Cave is on the peninsula to the south-west of Melmond. You may want to use a Tent, Cabin, or House to save before entering, there are a lot of nasty monsters in there.   The monsters in the Earth Cave are by far the strongest you've faced so far. There are a lot of monsters that can poison you, so I hope you have the PURE spell, and a lot of Pure Potions.

There is also a whole lot of treasure in this Cave. Thousands of G is just waiting to be taken. Unfortunately, most of the treasure is guarded by Earths. Earths are very strong elemental beasts; althought they are weak against FIRE, they are formidable opponents. There is one spot in the Earth Cave that is perfect for gaining levels and making money. to the west of the entrance on the first floor, there is a hallway in which every step will force you to fight a group of Giants and Iguanas. Giants are worth over 800G apiece, and though they are a little hard to defeat, after gaining a few levels you'll be able to fight many Giants before needing to heal. This is the best spot to earn the money needed to buy the expensive spells and armor in Melmond, as well as gain the levels needed to survive the lower levels of the Earth Cave. Of course, an even easier way of gaining G than fighting Giants is finding it in treasure chests. There is over 3000G on the first floor alone, as well as some Potions. So make sure to collect it all.  You should stay on the first level for now, while you are levelling up; don't go deeper into the cave yet. When you need to, go back to Melmond and stay at the Inn. Then come back here and fight some more.

When you are at level 12, you are strong enough to take on the Vampire. Make SURE you have the spell FIR3 (you should be able to afford it easily at this point). CUR3 is also very useful, but not absolutely necessary. Once you think you're ready, save outside the Cave, and head for the stairs to the lower regions of the Earth Cave.  The second floor of the Earth Cave can be a bit confusing. But, if you continue in a general east direction, you'll find your way eventually. Look at my map if you're really confused. There is some nice treasure to be found on this floor. In particular, the Coral Sword is a wonderful weapon for a Thief. It's in the room just to the north of the stairs to the third floor. When you're done treasure hunting, head down to Level 3, the home of the Vampire. This is one of the most dangerous levels in the Earth Cave. Here you will face for the first time the dread Coctrice. Coctrice have the ability to turn your characters to stone just by attacking them. A Petrified character is essentially dead, although a Soft Potion will revive them. However, you can't use a Soft in battle, and if all 4 of your characters are petrified, it's Game Over. So it's best to run from Coctrices if you find them. Another danger on this floor is Wizards. Yup, they're the same Wizards you fought in the Marsh Cave. If you find a group of Wizards, you must kill them; you aren't allowed to run from them. You'll find them much easier now, though, than when you had to fight them in the Marsh Cave; just use LIT2. Head north from the entrance to this floor, then circle around to the west to the Vampire's room. Make sure you're all healed up before you talk to him, though, because, obviously, he's a boss. He he he.. the Vampire is melodramatic, isn't he? This is possibly the easiest boss in Final Fantasy. If you have FIR3, and you didn't use it on the way to the Vampire, use it now; it will almost always kill the Vampire in one hit! Even if you don't have it, use FIR2 and HRM2 and he will die quickly. Or just use FAST and attack him. It doesn't really matter.

Once the Vampire is dead (Come to think of it, wasn't he already dead? At least, Undead?), visit the treasure chest in the corner. It's a Ruby! Yippee! Now you can pass through the Titan's Tunnel. In case you haven't noticed, killing the Vampire didn't light any of your Orbs. It looks like the Vampire wasn't the cause of the earth's rot after all. North of the Vampire's room, you'll find a mysterious plate, a Big Nasty Plate of Evil, if you will. The thing that stole the power from the Orb of the Earth is probably underneath of that plate. But it's too heavy for you to lift. Darn. The only thing left to do now is leave the Earth Cave and visit the Titan. Maybe Sarda will have some answers. After your trek through the Earth Cave, you should probably go back to Melmond to heal and save at the Inn. Then head for the Titan's Tunnel one more time.
Talk to the Titan. He is very happy to see you this time, and very hungry too. He eats the Ruby, and now you can pass through his tunnel! There is some treasure to the south, if you want it (of course you want it). The exit is to the north. After leaving the Tunnel, head south. Far to the south, you'll find another cave. This is the home of Sarda, the Sage. Don't worry, there are no monsters in there, just Sarda.

Talk to Sarda. Sarda seems to know a lot about the Earth Cave (I guess that's why he's a Sage). He tells you that the real cause of the earth't rot is past the Plate. And he gives you a Rod to remove the Plate! Now you can finally light the Orb of the Earth. Leave Sarda and go back to Melmond, to rest and save one more time. 

The lower levels of the Earth Cave are rather difficult. It would be a very good idea to gain a couple more levels before attempting it. If you can get your characters to Level 14, you'll be more than ready to tackle the Boss at the end of the Earth Cave. So fight some more Giants until your characters are ready.

In addition to getting your characters' levels up, you should also make sure to buy all the equipment and Magic you'll need to survive the Earth Cave. First of all, head back to Coneria or Elfland, and pick up some Heal Potions. You should take about 50 Heal Potions with you (it's a lot, but better safe than sorry). Grab a couple more Pure Potions too, and if you've run out of Soft Potions, make sure to stock up again (you should only need 7 or 8 Softs, though).

If you have any Fighters in your party, you should be able to afford the Steel Armor for them. Also, make sure your Mages have all the Level 5 spells that they need; you should at least have CUR3, LIFE, and FIR3. Make sure your weaker characters have Silver Bracelets, too.

Once your party is fully equipped, it's time to visit the Earth Cave one more time. As always, use a Tent or Cabin right outside the entrance, just in case your party gets wiped out inside.

You must once again travel through the first three levels of the Cave to get to the Plate behind the Vampire's lair. Running from all the enemies you meet on the way is a good idea; save your HP and magic for the Boss on the fifth floor. If you do decide to fight, conserve your FIR2, FIR3, and CURE spells as much as possible. Eventually you'll reach the Plate. What to do now?

Go to the Item menu and select the Rod. Press the A button, and BAM! the Plate busts into a billion pieces. Underneath it is a stairway.
The stairway leads to the fourth and fifth floors of the Earth Cave. So, take the stairs! There is a little bit of treasure on this floor. The room near the top of the map has a whole lot of G; the one at the bottom of the map only has about 1000G, a Cabin, and a Silver Shield, so you may want to forget about that room. After all, the more walking around you do, the more monsters you must fight. The stairs to the fifth floor are in the upper left corner.

This is the fifth and final floor of the Earth Cave. Here lies the source of the Earth's rot. There is no treasure on this floor, so find your way to the (only) room on this floor.

Before talking to the orb, make sure you restore each of your characters' HP to full (this fight is a biggie).
Talk to the orb. It busts open, and out pops... Lich, Fiend of Earth. That's right, the Elemental Fiends are the ones who stole the power of the Orbs! They're the ones causing all the problems with the planet. What shall you do about it? Killing Lich is probably a good start.The fight with Lich can be kind of difficult, if you're characters are at low levels. However, if you got to Level 14 (like I told you to), Lich should be a piece of cake. (I actually killed Lich in one round with my Level 14 party, with one hit from my FAST Fighter and a shot of HRM3). Lich is weak against FIRE and HARM magicks. Once Lich is dead, it's time to light an Orb! Walk forward to the evil-looking altar, and step on it. A big beam of light shoots in the air. That light is the power of Earth being returned to your Orb. In fact, check your menu screen, and you'll see that one of the Orbs is indeed lit again! Woo hoo!

Now what, you ask? Well, you can walk all the way back up five floors of the Earth Cave if you want. Or, step on the Orb behind the altar. You'll be instantly teleported outside the Earth Cave, safe and sound. Now's a good time to save again with a Tent or Cabin. Then head back to Melmond, and stay at the Inn overnight to recover from your dungeon-crawling. Well, one of the Orbs is lit. But there are three more to go. Where to go now? Well, before going anywhere, make sure you are done shopping in Melmond. You should have all the 5th level spells you need (except WARP, which you can't learn yet). You should be able to afford brand new armor for all your characters by now, as well. 

Now, where to go? Well, there is acutally only one place left that you can reach in your ship; it's the only place with a port anywhere near it. Hit B Select and look at the world map. See where I drew the red circle? That's where you're headed: Crescent Lake.
 
CHAPTER5
Crescent Lake is all the way on the other side of the world. The quickest way to get there is to sail off the left side of the map and onto the right (the world is round, after all).  The port near Crescent Lake isn't really NEAR Crescent Lake. You'll need to walk a short distance to the town. There are some nice strong monsters in the area around Crescent Lake, good for EXP (they're not that difficult).Crescent Lake is named, oddly enough, for the huge, crescent-shaped lake that surrounds is. In Crescent Lake, you'll find the Level 6 spells, a weapon and armor shop, and Inn, etc. But the really important thing in this town is the Circle of Sages.  The Circle of Sages is a group of old, wise men, who seem to know a lot about what's going on in the world. To get there, go through the break in the hedges at the very upper-right corner of the town. Lukhan, the guy whom you've heard so much about, is here. He and the other Sages have much to tell you about the Fiends and the Orbs.The most important guy to talk to, however, is this guy. He likes the job you did in the Earth Cave, so he gives you a Canoe! (I wonder where he was keeping it...). With it, you can now travel up rivers. You can also dock your Ship at the mouth of any river (very useful).  Now that you have the Canoe, you actually have three options available to you. If you follow the plot, you should go to Gurgu Volcano and take on the next Fiend. However there's nothing stopping you from going to the Ice Cave at this point, or from going to the Castle of Ordeals. You shouldn't even know that either of those places exists yet though (except that I just told you). If you want to go to the Ice Cave look at chapter 6, and if you want to go to the Castle of Ordeals look at chapter 7. It's actually pretty darn useful to go to those two places first, if you can survive them, because you'll get some darn good equipment.
But oh well, on to the Volcano we go. Anyways, the Sages confirm what you probably already figured out. The Fiends are behind the world's problems.  To light an Orb, put it on the altar in the Fiend's lair. You already knew this already, though. Remember the altar in Lich's room? Maybe you could teach the sages a few things yourself.

This is kind of important. After you light an Orb, come back here, and the Sages will have more to say. Many of the Sages don't have anything important to say at all. This guy, for example. If you check back later though, after you complete a bit more of the game, they'll have some more things to reveal to you.This guy has the info you need. The Fiend of Fire is in Gurgu Volcano.

Now that you know where to find the Fiend, you may as welll head to the Volcano. But, as always, make sure you're well stocked up on Heal, Pure, and Soft Potions. You're definitely going to need as many Heal Potions as you can carry in the Volcano. Interesting... the Fiend of Wind is apparently the oldest. That probably means he's the strongest, too. Eh, we'll cross that bridge when we come to it.
Before you go anywhere though, do some shopping. The Level 6 spells are very powerful, of course. They're also 20000G apiece. So you'll probably only be able to afford a few, if any. If you can only get one spell, get LIT3. You'll also notice that your White Mage is unable to learn the EXIT spell. It's a VERY useful spell; you'll be able to learn it after class change, so make sure you save one level 6 slot so you can learn it. The weapons for sale here aren't all that great. The Silver Axe is a bit stronger than the Silver Sword, but it doesn't hit as often, so it's up to you whether or not to get it. The other Silver weapons, you should already have found in treasure chests. The armor isn't all that wonderful, either. Make sure to get your Thief (if you have one) a Buckler. And buy some Silver Armor for all of your Red Mages. You can also buy your Fighter some more Silver accessories if you wish.
Gurgu Volcano is located deep within the mountains west of Crescent Lake. If you happen to have gone to get the Airship already, you can go fly right over and land next to it. Otherwise you have a very long Canoe ride to reach the Volcano (which is one of the reasons I always go to the Ice Cave first.

There are some pretty tough monsters in the rivers around the world. Ochos and Gators for example. If you want to fight them go ahead, but I'd run, especially from Ochos, since they're poisonous.  Anyways, the river is kind of maze-like, so follow these directions fairly closely and/or use the World Map. Here's where you enter the river. Head west at the first fork, not south. This is the next fork in the  river you'll come to. Go up. Go right, then go up, Go left here and you're done; there's only one way to go from this point. And here you are. As always, make sure you save before you go in there. You don't want to have to canoe back here again. The Volcano is, as you may have guessed, filled with Fire monsters. That means that ICE and ICE2 are your best weapons. AFIR is also a necessity, to protect from the strong fire attacks that many monsters will use against you. 

There are also a couple other monsters to watch out for, namely the Coctrices (yup, they're back again), and the Perilisks. Perilisks use a SQUINT attack that erases, ie. kills, a character. If you already have the Airship you might already have gotten your characters ProRings, in which case Perilisks are nothing to worry about, but run if you don't have ProRings. Coctrices are always a danger, but with the SOFT spell and a few Soft Potions, you should be able to handle them. Almost the entire Volcano is covered with lava-floor that damages your party with every step they take. The only remedy for this is to walk on solid ground whenever possible, and to heal yourself when it's impossible to avoid. The Heal Staff is extremely useful in the Volcano; have whoever is carrying the Staff use it in every battle you get into, to cut down on Heal Potion use. However, the Staff doesn't heal many HP, so you're still going to need to use a lot of Heal Potions. Now for the good news. There is A LOT of treasure in Gurgu Volcano. So much, in fact, that you will probably not be able to carry it all at once. In other words, be prepared to walk out of the Volcano and make a trip back to Crescent Lake to sell excess weapons and armor. Either that, or just drop it, if you don't want to spend the time, and don't need the G. Either way. There is plenty of G to make up for not selling all the treasure you don't want. If you're careful, you can probably get away with making no more than one trip to Crescent Lake to sell junk, and just get what you missed on the way to the Fire Fiend. Anyways, here is where you'll enter the Volcano. There is no treasure on this floor, so just head across the damage-floor to the stairs. Those are the stairs to the next floor. This floor is loaded with treasure. Enter the first door you see, and start traversing the maze-like corridors to find all the chests scattered throughout this level.Be careful, though, because many chests here are guarded by one or two Fires. Fires are fairly strong opponents, but you should be able to handle them easily enough. Use ICE2 if you have to, or just chop them up with physical attacks. There are a lot of Silver Helmets and Shields on this floor, which you'll want to either sell or throw away. If you don't feel like getting ALL the treasure here, and just want the good stuff, make sure you get this chest; it contains the Giant Sword. It's not too good to equip, but you can sell it for quite a bit of cash.  The other place to make sure you visit is here. It's kind of obvious why. This place is the mother lode. There is a lot of G here, but other than that, there isn't any armor or weapons that are really worth keeping. The stairs to the next floor are easy to find. There is no treasure on this floor, but there is a big mess of lava-floor that you have to walk across. Head to the right, that's where the stairs are. Make sure you keep an eye on your HP, too. Oh boy! More lava! Head down and to the right, and make sure you heal up so that a random monster doesn't wipe you out. Here are the stairs. Let's hope that the next floor has more than just lava on it... ...sorry. Nothing but lava here, too. Take the hallway leading down.
At the next intersection, head down again, and to the left. It's a long walk to the left across even more damage floor to get to the stairs.  The stairs, at last. Don't worry, the next floor has some treasure on it. Yup, plenty of treasure on this floor. And plenty of lava, too. Get the treasure in the first room, then head left (the only way you can go). Get the treasure from the next room, too, then head up and to the left. Finally, some good treasure! There is an Ice Sword here, which is GOOD; give it to your Fighter. You'll also find the Flame Shield; also equip it. After you're done here, head back the way you came. At the intersection, take the path down this time. It's all straightforward from here, there's only one way to go. Get all the treasure along the way.  Here are the stairs. One more floor to go! If you're running low on Heal Potions, don't worry, there isn't much lava on this next floor, and you're almost done. I hope you have some CURE spells left. This is where you'll appear on the next floor. There are eight ways to go! Well, they all lead to dead-ends or empty treasure chests, except for two paths. One leads to Kary, and the other one leads to some nice treasure. So, first, go straight left, to pick up the Flame Armor. There are two monsters guarding this chest. One, the Agama, is easily slain (you've probably fought a couple Agamas on the way up through the Volcano).

The other, however, is the mighty Red D. The Red D is pretty strong. It uses a super-strong Fire attack that can easily kill a weakened character, so make sure you keep everyone's HP up. Make sure you cast AFIR as soon as possible, to cut down the damage from BLAZE. Use ICE spells to cause a lot of damage, or try your luck with BANE, which can kill the Dragon in one hit (although it doesn't always work).  Once the Dragon is out of the way, the Flame Armor is yours! Equip it or, or keep it to sell for big bucks later on.  The Fiend's room is in the bottom left corner of this level. It's not a long walk through the lava, and that's the last of the lava in the Volcano. If you have any Heal Potions left, good job, use them. Here is the Fiend's orb. Do NOT examine it until you are fully healed, of course. If you have a couple FAST, AFIR, and CUR3 spells left, and you're at near-full HP, you should be able to take the Fiend down easily. Examine the Orb. Kary is a bit ticked off about how you whooped her pal, Lich. So she decides to teach you a lesson. It's boss battle time. Kary uses a lot of FIRE spells against your party, so make sure you cast AFIR first thing. She also has a very strong physical attack (she'll often land 5 or 6 hits at once), so keep yourself healed. Use FAST on your best fighting character, and have someone use INV2 if you like, to beef up your defenses a bit. Surprisingly, Kary is not weak against ICE spells, or any other spells, really. So use FIR3 or LIT3 (if you have it) to cause some nice damage. Kary should fall in no time. Once Kary's out of the way, hop onto the altar, and watch the big grey beam of fire energy shoot into the air. Then touch the orb in the back of the room, and you'll be teleported out of the Volcano. Well, that's two Fiends down, and two to go! Check your menu screen, and you'll see that two of the Orbs are now shining. The next Fiend on the list is the Fiend of Water. Onward to Onrac, and Gaia!
 
CHAPTER 6
Now that you've lit the second Orb, there isn't anywhere readily apparent that you can reach with your Ship. As that guy in Pravoka said, there are no ports in the northern part of the world. You need to get a new means of transportation before you do anything else.

If you happened to talk to this guy in Melmond before going through the Volcano you probably noticed that he was asleep. Talk to him after lighting the Fire Orb however, and he'll have some very useful information for you. People have been talking about that darn Floater stone since the Dwarf Cave, and you finally get to go find it. Before you go though, make sure to stock up on Heal, Pure, and Soft potions. The Ice Cave is one of the hardest dungeons in the game; you will definitely need all the Heal Potions you can carry. Get a House or Cabin, or two, as well. If you don't have enough money for the potions you need, fight some monsters around Crescent Lake until you do. Then, stop by the Inn for one more quick rest before heading for the Ice Cave. The only way to reach the Ice Cave is by Canoe. It's a long ride, and you'll have to fight nasty river monsters like Ocho and Hydra the whole way. But, a Light Warrior's gotta do what a Light Warrior's gotta do. Sail your ship a little bit north from the Crescent Lake port, and dock it at the mouth of this river.

On the way to the Cave, if you decide to fight the monsters you meet instead of running, avoid using magic. You'll need every last spell inside the Ice Cave, trust me.
 The rivers in this area are a veritable maze. It's easy to get lost.  from the entrance, first turn north, then east, then north, then east again. At the next intersection, take the river on the bottom; the top one is a dead-end.  Take the west fork at this intersection; the south fork is another dead-end. Whew! Dry land at last! Think you can remember the way back to the Ship? Don't worry, I'll give you directions back when you're done with the Ice Cave.  I shouldn't have to say this, but use a Cabin or House before entering the Ice Cave. The Ice Cave is HARD. Repeat: HARD! It's just about the hardest dungeon in the game, besides the final dungeon. So make sure you're at full HP before entering. The Ice Cave is by far the hardest dungeon you've faced so far in the game. And you won't see many harder than it later in the game, either. The monsters in the Cave are ridiculously powerful. Fighters, Mages, and the Eye can all use RUB or XXXX, spells that erase a character, killing him no matter how many HP he has. There is no defense against this spell (yet), so you'll have to rely on luck. Also in the Ice Cave are the Sorcerers: they don't bother using magic to kill you, they can kill you automatically just by hitting you for even 1 DMG! You should definitely RUN from any Mages, Fighters, or Sorcerers you find. Coctrices also make an appearance in the Cave; RUN from them as well, or prepare to use some SOFT potions.
Unfortunately, there are enemies you can't run from in the Ice Cave. There are huge groups of Wizards that you must kill; use LIT2 (or LIT3, if you have it) against them. You also cannot run from Frost Ds. Frost Ds use super-powerful ice attacks that hit all of your characters at once, but you must fight them if you encounter them; use FIR3 or LIT3 to kill them quickly.
There are also many other Ice monsters that use attacks that hit all of your characters. Utilize your White Mage's AICE spell to lessen the damage from these attacks. Also, use FIR2 and FIR3 against any large groups of ice monsters or undead that you might find; they are susceptible to FIRE attacks, in case you didn't know.
Well, enough about the monsters, for now. This is where you enter the Ice Cave. This is NOT where you'll exit the Ice Cave; you'll have to find another exit, but we'll get to that later. Head east from here.  Here are the stairs to the next level (L2A). If your White Mage with LIFE was killed before you made it this far (very likely), reset and start over; you're probably not going to make it through the Cave without a White Mage.
This level has many Mages and Fighters on it. RUN from them. It doesn't matter if you go left or down; it leads to the same place. The stairs to the next level (L3A) are in the bottom left corner. I think you can figure this level out yourself. Take the stairs to the next floor (L2B).

The room on this floor has a lot of strange looking circles on the floor. DON'T STEP ON THEM (yet)! Instead, go to the upper-left treasure chest, and get the Flame Sword (a VERY good weapon). The other chest has Cloth in it, so don't bother. NOW you can jump into one of the holes, to get to the next level (L3B).  You'll appear on this level in a small room. Prepare yourself; the next step you take will initiate a battle with a huge group of undead (usually a group of 9 assorted undead). Blast them with FIR3 or HRM3, and rake in the EXP and G! (This is a nice spot to gain some levels, if you're feeling very lucky). After leaving this room, beware! Sorcerers are all over the place on this level; RUN from them quickly, ...or die!
Be careful stepping on the strange ice-colored floor tiles. They cause your party damage with every step you take. Cross the damage-floor here to get some nice treasure (the Ice Armor!), if you want. A Frost D guards the Ice Armor (the other chest is a Silver Gauntlet; getting it means another Frost D battle). This thing will kick the crap out of you if you don't use AICE right away. FIRE and LIT spells are effective against it.
After getting the treasure here, head south, across some more damage-floor. There's another room of treasure here. A crapload of G is to be had, if you feel like going to get it.
Here is the exit from this floor (now you're going back to L1 again). At last! The treasure chests on this floor have some more G in it. Get it all. Also to be found here is the Ice Shield. Get it before jumping into this hole (the exit to the next level). DO NOT TAKE THE STAIRS IN THE UPPER-RIGHT CORNER! Taking the stairs will cause you to exit the Ice Cave entirely; you'll have to do this all over again if you leave now! Use the HOLE to go to the next level (L2B, again). Remember this floor? You are now in the middle, within easy reach of the treasure chest in the center. But before you can get it, you must face the EYE.   The EYE isn't strong physically, but it has very powerful magic attacks. It can erase you with RUB or XXXX, or petrify you with GLANCE. Be prepared to lose at least one of your characters before this battle is over. (if all of your characters survive, consider yourself very lucky). Use FIR3 and physical attacks, and you might just manage to kill the EYE before you kills one of your characters.
Once the EYE is out of the way, you can get the treasure from the chest. It's none other than the infamous Floater you've heard so much about! After you get the Floater, hop into another hole in the floor, to continue on your quest through the Ice Cave. Now comes the hard part: getting out alive!  Time to find the exit to the Ice Cave. After falling through another hole in the floor, you're back in the room of the undead again. That sucks, doesn't it? If you have any FIRE or HARM spells left, use them up. If not, try running. Try to get to the stairs on this level as quickly as possible. Running from every battle you get into is not a bad idea at all. Unless you find some Frost Ds, in which case you must fight. Now, take the stairs on this level. At last, you're out! Whew.

If you made it through the Cave on your first try, consider yourself very lucky, or very skilled. Even at high levels, it's hard to get through this Cave unscathed. Use a Tent, Cabin, or House right away, so you don't have to do that all over again. Now, head for the river; time to canoe back to Crescent Lake. Well, now you've got a Floater Stone. What the heck do you do with it? Earlier in the game you might've talked to this guy in Elfland, and he had nothing important to say. If you talk to him now though, he tells you to use the Floater in the desert south of Crescent Lake. So do it. :)

You should be able to remember the way out, I hope. If not, check my world map. Or look above, and follow my previous directions in reverse. Once you get back to the Ship, head to Crescent Lake one more time. You're probably loaded down with armor and weapons that need to be sold, plus you can spend some of your hard earned money on new Level 6 spells. A stay at the Inn is also very much needed, after your trek through the Ice Cave. Do it now before you get mashed by a random wandering monster. Once you're done resting, shopping, and saving your game, hop back aboard the Ship. Your next destination is just a bit to the south.  See that river? Park your Ship at the mouth of the river. Then kiss the Ship goodbye, because you're probably not going to need it much more for the rest of the game! Walk a bit to the south, and into the desert that's surrounded by mountains (you can't miss it). Stand in the desert, and use the Floater stone from the Item menu. Voila! An Airship rises from the sands! Well, what are you waiting for? Hop aboard! The Airship is FAST. It's about 4 times faster than walking. What's even better, you'll fight no random battles while aboard the Airship. One slight problem with the Airship is that it can only be landed on grasslands, so you'll still have to do some walking to get to some places, but there is nowhere in the world that you cannot reach now that you have the Airship! You can now go anywhere in the world, so where is your next destination? Well, there is a lot to do, but your first stop is the town of Gaia. But for now, just fly around a bit, and enjoy the ride.
CHAPTER 7 
Before you do anything else, fly your new Airship to the very upper-right corner of the world, to the town of Gaia. Gaia is nestled in an isolated valley, in the middle of nowhere. It is virtually untouched by the rot that has plagued the rest of the world. Consequently, Gaia is a prospering town. The Level 7 spells are here, but don't get them yet. They're very expensive, and chances are your mages aren't at high enough levels to use them yet anyways (and they won't be for awhile, either). You are here for one thing only, in fact. The ProRings. Remember all the monsters in the Ice Cave that use RUB on you? Well, there are a lot of those monsters for the rest of the game. If you want to survive, for very long later in the game, you'll need ProRings. ProRings protect their wearer automatically from RUB and XXXX spells. So buy each of your characters one. You can't wear any gauntlets or gloves while wearing the ProRing, so sell them. 

If you can afford it, you should also get a Gold Bracelet for each of your mages. If you can't afford it, don't worry about it; you can pick a few up later.There's not much left to do in Gaia for now, but you'll be coming back here later in the game. Now it's time to make a quick stop at the Cardian Islands. Hop in your airship and head west. The Cardian Islands are the home of a civilization of Dragons. Don't worry, they're friendly dragons, you won't have to fight them or anything. In fact, they can be a great help to your party.

There are many different entrances to the islands from the World Map. You should go down each hole; many of them lead to rooms with lots of treasure. The most important one, however, is this one. This hole leads to a very long leading south. It's kind of ridiculous how long that hallway is, really. At the end of it is a staircase leading up. Take it. The stairs lead to a ridiculously large room. There are a couple Dragons in here; talk to them, and they will introduce to you Bahamut, King of the Dragons.
 Bahamut is a nice enough guy, for a dragon at least. He says something about bringing back proof of your courage, and mentions bestowing on you the honor due to true warriors. Sounds like fun, doesn't it? Better go look for some proof of your courage. Maybe some of the other Dragons will know something about it? Leave this place to go find some more information. This is a good place to start looking for info. By some unwritten RPG law, the harder it is to get somewhere, the more likely you'll find something Important inside. So land your Airship on this square and walk through the swamp to the hole in the ground.

Sure enough, inside a Dragon comes right out and tells you what you need to do. The Castle of Ordeals is apparently the place to find proof of your courage. That's good to know. But let's talk to the Dragons in the other islands before you go there. This Dragon says something about mechanical castles and big palaces in the north. There are no palaces or castles in the north, as you can see on the World Map. So either he's drunk, or he's talking about that lost civilization you've heard about in a few other places.
Here's some really useful (<----sarcasm) info. The proof of your courage could be anything. No kidding.  Mr. Redundant here has no useful information, either. It seems that NO ONE has any information on what the proof of your courage could be. It's either a secret, or no one has ever tried to find this "proof" and survived to tell about it. Probably the latter... Oh well. The Castle of Ordeals is your next destination. Make sure you've taken all the treasure from the Dragons' lairs, and head for the airship.

The Castle of Ordeals is right here. Fly straight north from the Temple of Fiends and you'll pass right over it. You'll notice right away that there are no grassy landing sites for your Airship anywhere near the Castle. In fact, the nearest landing site is FAR to the east. This is where you'll have to land to get to the Castle. The walk is very long and very dangerous; along the way you'll fight some of the strongest monsters that appear anywhere on the World Map. Fighting is pretty much not an option, in fact; RUN from every battle you encounter along the way.

There is, fortunately, an alternative to this long walk. Notice the river right next to the Castle? You can go get your Ship, and dock right there. Sure, the Ship is pretty slow compared to the Airship, but the long ship-ride is much safer than the long walk from the Airship. It's up to you, really, which means of transportation to use. But if you do decide to take the Ship, sail SOUTH from Crescent Lake; it's a much shorter distance than sailing north along the coastline.  If you decide to take the Airship and walk the distance, here's where you'll start. Head west from here, through the desert.
There are some mighty beasts in this desert. If you find any Sand Ws, RUN! Those things can wipe out your entire party with their QAKE attack. Don't bother fighting Ankylos either; they're only worth 1 G.   If you made it this far, you're on the right track. Keep heading west.
Here's the place you would've started walking from had you taken the Ship. Cross that river and keep walking west, then circle the mountains and head south to the Castle of Ordeals. Well, here it is. The Castle of Ordeals. The Castle isn't a particularly long dungeon, but it can be kind of tricky. Of course, you should SAVE before entering, and make sure you're at full HP (and preferably full MP too). Level 16 is about where your characters should be to have a good chance at surviving the Castle.

There are three floors in the Castle. And the first floor doesn't have any monsters on it at all! Piece of cake, right? He he he... Talk to that old guy and he'll tell you that you need a Crown to enter the Castle. Good thing you kept Astos' Crown, eh?  In the upper-left corner of this floor, you'll find a throne. Step on it and you'll be transported to the second floor. Now for the hard part... The second floor is kind of tricky. There are all sorts of columns in here that transport you all over the place. What's worse, sometimes you'll have a choice between two or more columns; pick the wrong one and you have to start all over! That wouldn't be so bad, if there weren't so many strong monsters in the Castle. Many monsters here should be considered very dangerous. Amongst them are the Mancats and R.GOYLEs. They use FIR2, which hits all of your characters; if a group of 6 R.GOYLEs each uses FIR2 on you, your entire party will be dead in one round. You'll also find Medusae on this floor. Those familiar with mythology can guess that Medusae petrify your characters. Finally, your old pals from the Ice Cave, the Sorcerers, make another appearance here. Needless to say, run from them. You might also find some ZombieDs; you cannot run from them, so just use FIR3 and HRM3 to take them out quickly.  And now, on with the column maze. The first couple rooms are easy, there's only one choice. Next room, same thing. Only one column, so take it. In this room, take the column on the bottom. Only one way to go here. Again, take the column on the bottom. There's a long walk to this column, so be prepared to fight some random monster encounters. Once again, the column on the bottom is the one you want.  This is the last room. And it's a biggie. There are four columns to choose from this time! What would you do without me? Before using any of the columns, though, make sure to pick up the Zeus Gauntlet from the room in the upper-right. The Zeus Gauntlet is the first of many items that you'll find that cast a spell when used as an ITEM in battle. If you use the Zeus Gauntlet in battle, it will cast LIT2. This is VERY handy; it's free to use, anyone can use it, and it never runs out! Give it to a non-mage and watch the monsters die. Anyways. The correct column to take is this one. And there are the stairs to the third floor. Trust me, that column maze is a lot harder to do without someone telling you the right columns to take. :) Take the stairs.  Thankfully, there are no more columns on this floor; it's all straightforward. Head north, through the door, and go get the treasure chest. You'll have to fight some Nitemares for it, but they're easily slain.  Inside the chest is a Heal Staff. This Staff heals ALL your characters when used during battle as an ITEM; needless to say, that thing is going to come in handy! Give it to your White Mage; even though she can't use it as a weapon, anyone can use it as an Item in combat.  Go west from here. There are a couple more treasure chests here. One of them has the Ice Sword in it. That is a great weapon, better than the Flame Sword; equip it right away. Another chest contains a Gold Bracelet. Give it to a Mage.Head south to get some more treasure (a couple thousand G, or so). Then head west to the final chest. Don't walk up to it yet! Heal first.

That chest contains the proof of your courage that you need to give to Bahamut. But you must prove yourself first, of course. You must fight the ZombieDs.  The ZombieDs are not hard at all. Use FIRE and HARM magic on them, and they will fall rather quickly. I often use this place to gain some levels (I easily brought all my characters up to level 18 here). Whether you face just one Dragon or two is random, but even two don't pose much of a threat. With the ZombieDs out of the way, the contents of the chest are yours! The proof of your courage turns out to be.... the Tail of a rat? Yes, I think that's kind of bizarre, too. But whatyagonnado. You're dealing with Dragons, after all. Maybe they're all afraid of rats. Step on the throne to be teleported back to the first floor of this Castle. Now you can leave and go get your reward from Bahamut! Once outside of the Castle of Ordeals, SAVE right away, then head back to your Airship (or Ship). If you brought your Ship here, you're going to have to go all the way back and get the Airship again, so that you can reach the Cardians Islands. If you brought your Airship, just head for the Islands right away.  This is the way to get to Bahamut, in case you forgot. Go downstairs, and once again, walk the ridiculously long hallway to get to Bahamut. With the Tail in hand, talk to Bahamut. He proudly bestows upon you the honor due to true warriors. That's right; it's the Class Change! All of your characters are now advanced in their job. Fighters become Knights, Thieves become Ninjas, Black Belts become Masters, and Mages become Wizards. What does this mean, you ask? Well, it means that your Knights and Ninjas are now able to use low-level magic (if their levels are high enough). It also means that your Mages are now able to learn ALL the spells! (Red Wizards can learn more spells now, too, but not as many as White and Black Wizards, unfortunately). And, ALL of the characters can now equip stronger and better weapons and armor! Finally, all your characters' pics change into much cooler-looking, more mature pics (the Black Wizard without his hat looks really cool, doesn't he?) This is a glorious moment for the Light Warriors, indeed. There is a lot to do now that your characters have advanced. First of all, get in the Airship, and head for Melmond, to pick up the WARP spell. This spell lets you teleport to the previous level in any dungeon. It's very handy for getting out of a dungeon without having to walk.Next, head for Crescent Lake, and pick up the EXIT spell. This spell is even better than WARP; it lets you exit a dungeon immediately, no matter what floor you're on! Quite handy.  If you have a Black Wizard in your party, and 65000 extra G, head for Gaia. For sale in the weapon shop there is the mighty CatClaw, the strongest weapon for the Black Wizard in the whole game. Make sure to pick it up as soon as you can afford it.

While you're here, if any of your Wizards can use 7th level spells yet, you might as well pick them up. If not, don't worry, you can come back for them later. Finally, stop at Coneria, Pravoka, and Elfland, and pick up all the Level 1-4 spells you want for your Kinghts and Ninjas. (Knights can use only White magic, and Ninjas can learn only Black.)

With your newfound powers and high-level party, it's time to go after the next Fiend. That'd be the Fiend of Water.
CHAPTER 8
Now that the Fiend of Fire is vanquished, you are pretty much done with the lower half of the world. The next two Fiends are far to the north, so that's where you'll be heading next. Your first stop should be Gaia. You've been here before to purchase equipment, but now it's time to find out what else is going on in that town. There is a lot of information in Gaia. Many people talk about some old lost civilization, and the Sky Warriors are mentioned.
People are also surprised that you could make it so far north. Actually, looking at the world map, the only way anyone could reach Gaia is by flying. Maybe a long time ago, there were a lot of Airships like yours? To add to the mystery, in the town of Lefein, south of Gaia, a strange, forgotten language is spoken, that no one today understands. This is just starting to get weird...

Luckily, there is a professor somewhere who is studying the Lefeinish language. Maybe he can teach it to you, if you can find him. Another person mentions that there is a Fairy who lives at the spring in this town, but that she was kidnapped. The plot thickens once again... who kidnapped the Fairy?
The answer to that question: this guy. He's a pirate, and not very smart, it seems. He tells you that he stuck the Fairy in a bottle and sold her to a caravan! That's just plain mean.  Apparently, the Fairy can draw something called Oxyale from the bottom of the spring. Of course, you're going to need this Oxyale for something, so you are going to have to rescue this Fairy, most likely. The Caravan would be a good place to look. If only you knew where the Caravan was... but more about that later.
Well, let's throw another mystery on the pile. Someone saw a UFO flying around toward the west. It might be hard to keep track of all this stuff, but just go with it. All will be made clear, eventually.  While you're in Gaia, pick up a Catclaw for your Black Wizards, if you can afford it. The Catclaw is the BEST weapon for the Black Wizard. Also for sale here is the Gold Bracelet, a really nice piece of armor. And the Level 7 and 8 spells (well, half of them, anyways), are for sale here. If you can't afford all that stuff, just wait awhile, it's no big deal.

There isn't really anything else to do here, yet. Hop aboard your Airship and head west, to the town of Onrac. This is Onrac. It's a little bit to the west of the Cardian Islands (you probably saw it when you were messing around with the Class Change). There is nowhere to land your airship anywhere near Onrac, unfortunately. The nearest place to land is here, to the southwest of Onrac. It's a bit of a walk/canoe to get to town, but it's not that bad. There are some rather strong monsters wandering around the world map here, but they're nothing that you shouldn't be able to handle (or run from) by now. Onrac is a bustling seaport. Well, it used to be, anyways. Something bad happened here, and Onrac isn't quite the town it used to be.  What happened here, you ask? The Sea Shrine, which was apparently some sort of large fortress/temple that was part of Onrac, was sunken into the sea by the Fiend of the Water. How horrible! The Mermaids were all aboard when it sank, and what happened to them is unknown.The suckiness of Onrac is apparent when you visit the Magic Shops here. the Level 7 spells for sale here are pretty much the suckiest spells ever. You'll also notice that Onrac doesn't have any weapon/armor shops either. And the Inn is crazy expensive. Needless to say, this is not the best place to shop.   However, there is still a lot of info to be had in Onrac. For starters, the Caravan Master's daughter lives here. She tells you that the Caravan is in the desert to the west of Onrac. That's good to know!  Just in case you've forgotten, the "strange" thing for sale at the Caravan is the Fairy from Onrac. Luckily, there is also info in Onrac about the Oxyale the Fairy can give you...   ...namely, that it is required to run this young lady's Submarine! Oxyale apparently lets a person breathe underwater, which is good, seeing as how the Sea Shrine is on the bottom of the ocean. You should now be able to figure out what you need to do to get into the Sea Shrine. But there is some other interesting information to be found in Onrac, before you leave.  There is a crazy guy in Onrac who claims to have seen a UFO flying around to the west. Then again, someone from Gaia said they saw the same thing. Maybe you should have a talk with Kope.  Kope says that he saw a Robot flying near the Waterfall in the north. That is definitely worth checking out, don't you think? But not yet. There are more people to talk to first.  Remember the infamous Dr. Unne, from Melmond? You'll find Dr. Unne's brother near the Inn here. He says that Unne is a professor who studies the language of the Lefein. In fact, he's almost done translating it, if only he had the Slab. Uh-oh, all capital letters mean KEY ITEM! You're going to have to find this Slab, of course. Conveniently, the lady standing near Unne's brother has some related information. She says that a "cryptic stone plate" was sunken in the Sea Shrine. Durrrrr, hyuk hyuk... I wonder if it's the Slab? Obviously, it is. 

But before going to the Sea Shrine, or dealing with the Fairy, or any of that stuff, it is time to make a trip to the Waterfall.   There are three good reasons to go to the Waterfall next. One is that you are going to need a whole lot of G very shortly, and the Waterfall is the place to get it. Another is that the Waterfall has some excellent weapons and armor. Lastly, while you're here you can check out those rumors about "flying robots" and whatnot.

To get to the Waterfall, you need to canoe up the river west of Onrac. There's only one way to go, so you can't get lost.  Interestingly enough, you can use a House or Cabin while aboard your Canoe. Do so before entering the Waterfall. The Waterfall is probably the smallest dungeon in the game (besides the Temple of Fiends). It's only one floor, and although it's a bit of a maze, it's not all that hard to find your way through. 

Mostly, you will be fighting Nitemares, MudGols, and Mummies in the Waterfall. They are all worth a decent amount of G and EXP, and they're not too hard to kill, so take the time to fight the monsters you find; you can build levels and gain some much needed G. There is, however, one monster to watch out for: the Gas D. Like all Dragons, Gas Ds are fierce monsters. They use a breath attack that can wipe out your party if they're not at full HP. They're not as difficult as you'd think, though. Use ICE attacks against them and rake in the G and EXP. Anyways. Here's where you'll enter the Waterfall. Head north from here.  At the first intersection, take the lower-left fork.  Circle down and then back to the north again until you reach the next intersection. You want the lower-left fork once again.  The next branch in the road is a four-way intersection. Take the upper-left path. This is the last intersection. Go south.  Keep going south and you'll reach the only room in the Waterfall. Open up the door and step inside. Right inside the door, however, a fight will start automatically.  Luckily, this is not a boss fight. It's just a big group of Mummies, WzMummies, Coctrices, and Perilisks. At this point in the game, these monsters are a piece of cake; your ProRings should protect you against the Perilisks' SQUINT attack, and with luck you can avoid being petrified by the Coctrices. Use a blast of FIR3 or LIT3 to wipe out all the bad guys at once. This is a GREAT place to build levels and gain some G. I earned 200,000G and got my characters up to level 22 here! So spend some time here, definitely. If you build your levels up to about 20 or so, you'll breeze through the rest of the game (until the final dungeon, that is.)   Once the monsters are out of the way, go up and get the treasure. There are a couple REALLY good things to get here. First of all, here is the first of three Ribbons you'll find in the game. Ribbons are perhaps the greatest piece of armor in the game. Their defense and evade% are worthless, but they have the special property of blocking enemy magical attacks. That is, Poison, Petrification, Sleep, etc. will hardly ever work against a character with a Ribbon, and regular magical attacks will cause less damage against a Ribbon-wearer. Give the Ribbon to your White Mage; if only one character is going to survive a battle, your White Mage is who you want it to be, so that she can heal the other characters afterwards.Another great piece of equipment here is the Defense. The Defense is one of the best swords in the game (there are only four swords better than it, actually). Give it to your best fighter.

The other treasure is just the usual. The Wizard Staff isn't worth equipping if you have the Catclaw already, but it's worth saving, because used as an Item in battle, it casts CONF. The rest is just G.  One last thing to do in the Waterfall. You have most probably noticed the big robot walking around the room. Talk to him. He'll mention a floating castle, and give you a Cube that he says you need to "transfer" to it. Hmmmmm... very interesting. Oh well, you won't be using the Cube for awhile, so just forget about it.

That's all there is to do in the Waterfall. Fight for some levels or G if you wish, and when you want to leave, use WARP or EXIT so that you don't have to walk all the way back to the stairs. (man, I love those spells!) Canoe back down the river, and stop at Onrac if you need to stay at the Inn. Then head for your Airship.   Hop aboard your Airship, and head west. The Caravan is located in a small desert to the west of Onrac. It's not that hard to find; it's a little path of desert seperated from the big desert.The Oasis is actually the only place in the entire world where you can land your Airship right on the desert. Do so; it'll save you quite a walk. Take a step off of your Airship and back on again, and you'll enter the Caravan. According to the Pirate in Gaia, this is the place the Fairy should be. So where is she? There is only one item for sale in the Caravan: a Bottle. It costs 50,000G! Ouch. The Fairy is probably in there. Hopefully you got 50,000G at the Waterfall; if not, fight some monsters in the desert until you can afford the Bottle. You have to buy it before you can advance any further in the game.   After you buy the Bottle, leave the Caravan, and go into the Item menu. Use the Bottle, and Pop! The Fairy appears, and flies away. And you don't even get to keep the bottle. There goes 50,000G. Oh well, hopefully the Fairy is smart enough to find her way back to Gaia. Hop into your Airship and fly back to Gaia. In Gaia, go to the pond in the back where there used to be nothing. Now, the Fairy is waiting there for you. Talk to her, and she decides to reward you for saving her by getting you some Oxyale! Just what you always wanted, I'm sure. 

If you gained enough levels in the Waterfall, you should now be able to use some 7th level spells, and you should also be able to afford them. So buy ICE3 or CUR4 while you're in Gaia. Those spells will definitely help you in the Sea Shrine. Once you're done shopping, head back to Onrac one more time.  Once you make it back to Onrac, head down to the lady with the Submarine. Now that you have Oxyale, it's safe for you to use the Sub to get to the Sea Shrine. How wonderful. If you're ready (that is, if you have full HP and magic and are well-stocked with Heal and Pure Potions), jump into the Submarine and you'll be sent automatically to the Sea Shrine, to rescue the Mermaids and eventually to find the Fiend of Water. The Sea Shrine, as you might expect, is filled with Water monsters. Water monsters are very weak against LIT spells, so LIT2 and LIT3 are your best friends down here. There aren't any really strong monsters to worry about; the one monster you should watch out for, though, are the Ghosts. They are crazy strong, but they'll die quickly if you use FIR3 on them (you won't be needing FIR3 for anything else underwater, so use them all up on the Ghosts you find). The Sea Shrine is one of the easier dungeons in the game; it's also one of the longest ones, however, so make sure you're well-stocked in Heal Potions, and make effective use of your Heal Staff in every battle.

Like all dungeons, the Sea Shrine also has its fair share of treasure. The best armor in the game is down here, along with another Ribbon, and some other good stuff. There is also an insane amount of G to be found; after the Sea Shrine, you won't be hurting for G for a long time.  On the first floor of the Shrine, there are two rooms with some G to be had. Get it. Then, take the stairs on the right hand side of the level (there are also stairs on the left side of this floor; don't go that way, yet.)  On this floor, there is some really nice treasure; namely, the Opal Armor, the BEST armor in the game! (for your Fighter, at least) Besides the Opal Armor, there is the Mage Staff (casts FIR2 when used as an Item), and the Light Axe (casts HRM2). There is also over 10000G, make sure you get it. The stairs to the next level is in the bottom right corner of the level, but make sure you get all the treasure before proceeding.  On the next floor, you will find none other than the Mermaids that sank with the Sea Shrine. They're all alive and well. And they have some useful information for you, too. For example, this one tells you that if you don't kill the Water Fiend, the Mermaids will all turn into bubbles and fade away. That's not good at all. This one has some not-so-useful information for you; apparently a Mermaid managed to grow legs and make it to land. Remember that weird girl in Onrac who talks about how great her legs are? That was probably her. Even the Mermaids have heard of the Light Warriors, it seems. You are a bunch of popular guys.  This Mermaid tells you where to find Kraken. Kind of. Maybe she should be a bit more vague about it.  Wow, a musical chime is needed to open the Mirage Tower. That's good to know. You'll have to get this Chime off of the Lefeinish, if you can ever learn their language...  While you're talking to all the Mermaids, make sure you're also collecting their treasure. There is a lot of Opal equipment on this floor, including the Opal Bracelet; Opal equipment is just about as good as it gets, so equip it all. Except the Guantlets; your ProRings are more important than gauntlets, so just get rid of them.  No doubt you'll notice that there is one room that you cannot get to, in the upper-right corner of this floor. There seems to be no path to get there. Hmmmmm... Go a bit to the left, and follow the path that leads up and around one of the rooms. Then take the path straight to the left.  If you keep walking left, eventually, by some miracle, you will appear back on the right. Now you can reach the treasure.   And quite a treasure it is! It's none other than the Slab needed to translate the Lefein language. All you have to do now is take it to Dr. Unne in Melmond. But, not yet. First, there is the small matter of the Fiend of Water to take care of. Walk back down to the floor you entered on, or casr WARP a couple times.  This time, you want to take the stairs on the left, which leads deeper into the Sea Shrine, where Kraken awaits.  This floor is rather big, but there is nor treasure here at all. Head north to find the next set of stairs. There is no treasure here, either. Take the stairs. Finally, a floor with some treasure. Unfortunately, it's just a couple hundred G. But that's better than nothing. The stairs are at the bottom.  Luckily, this floor more than makes up for the lack or treasure on previous floors. First of all, in the room near the top of the level, you'll find the next Ribbon. Give it to your favorite character, and throw away their helmet. There is also about 40000G on this floor, along with another Light Axe, and a Power Guantlet (sell that thing). Give your Light Axes to two characters who can't use HARM magic, so you can eliminate Undead in no time at all.   When you're done treasure hunting, go to the top-left corner of this level, to find the stairs to the last floor of the Sea Shrine. Kraken's floor is huge, and there is no treasure to be found at all. Head to the left, and follow that path until you reach an intersection. At the intersection, turn up.  Follow the path up until you come to another intersection. At that intersection, turn left.  Here's where you should be. Go straight down until you find the door to the large room you're walking next to. Enter the large room, and find your way up to the other door. It's not that hard to get there. Just make your way north. Once you find the door, go up just a little bit more and you'll find Kraken's room. As always, do not initiate combat with Kraken until you are at full HP. Hopefully you managed to save a couple LIT2 and LIT3 spells for Kraken. It will make this battle a whole lot easier. When you're ready, examine the Orb. Like a typical arch-villain, Kraken laughs at you, calls you names, says how he's going to whoop you, then starts a fight. You probably saw that one coming.  Kraken is pretty darned easy to beat. He uses a lot of crappy spells on you like Ink (which causes Darkness... totally useless), and LIT2. Kraken is pretty strong physically, though, he often gets in 8 or 9 hits. But unless he attacks your weakest Mage, Kraken isn't going to be doing any great amount of damage to you. Just keep everyone healed, whack away with LIT spells, and Kraken will be sushi in no time.
Once Kraken is out of the way, step up to the Altar, and receive your flying grey blob of Water power. Now three of your Orbs are lit! Touch the orb in the back of the room, and you'll be transported outside of Onrac.

There is only one Fiend left for you to tackle. The Fiend of Air awaits you in the Sky Castle; all you have to do now is figure out a way to get there.
 
CHAPTER 9
With your new Slab in hand, Dr. Unne in Melmond will now be able to teach you the language of the Lefein. Dr. Unne is in Melmond, if you'll remember, so pay him a visit. With the Slab, Dr. Unne is able to successfully teach you the language of the Lefein. So, go to Lefein and see what they have to say!
Once again, there is nowhere anywhere near Lefein to land your ship. This is the closest spot. It's a really long walk to get to Lefein, but ya gotta do what ya gotta do. Just go south, and you'll eventually come to Lefein. Here's the town. You might want to use a Tent or Cabin here because there is no Inn inside Lefein, and you might be a bit hurt from the monsters you fought while walking here.
If you happened to visit Lefein before you got the Slab, you noticed that the Lefeinish language consists of two words: Lu and pa. After you learn Lefeinish, however, the Lefein make a lot more sense. And the Lefein are chock-full of information. It looks like your Airship once belonged to the Sky Warriors, who were Lefeinish.
It was 400 years ago when the "destruction" occurred. At that time, the legend of the Light Warriors was born. The "destruction" was probably when the Lefeinish were kicked out of their castle by Tiamat, Fiend of Air. How horrible rude of him.

A Floating Castle certainly sounds interesting, though, doesn't it? Apparently, to get to the Floating Castle, you have to go to the Mirage Tower. Too bad you can't get into the Mirage Tower... yet. To enter the Mirage Tower, the Lefeinish used a musical chime; so the Mermaids said. Well, now you have a musical Chime, too! Now you can get into the Mirage Tower, and from there, the Sky Castle. But before you go, the Lefeinish have a lot more to say. It seems that there is some sort of "power" controlling the four Fiends. The Sky Warriors were sent to fight this "power", but they never returned. That's not good at all.  The Sky Warriors, the greatest warriors of the advanced Lefeinish nation, went up against this power, and were turned into bats! This thing must be strong, if it can control the Fiends, and beat the Sky Warriors so badly.  Well, this clears up another mystery. The Robot you found at the Waterfall was made by the Lefeinish, long long ago. Notice how this guy said robotS. There must be more robots in the Sky Castle.

Well, that's just about all the information the Lefein have to give you. But, before you go, there is one last thing to do in Lefein.  In the upper-right corner of Lefein, you'll notice a hole in the wall. Walk through that hole, and go straight to the right. It's a hidden Magic Shop! In this Magic Shop are the last two Level 8 spells, the ones that aren't for sale in Gaia. They are arguably the best spells in the game, too: NUKE, a super-powerful FIRE spell; and LIF2, which resurrects a character with FULL HP! These things are expensive, though. I hope you brought 120,000G with you, or you're going to be coming back here later.

Well, that's all there is to do in Lefein. Make the loooooooong walk back to your Airship.  You now have everything you need to enter the Mirage Tower, and the Sky Castle. But, of course, before doing so, stop by Gaia, and pick up all the spells and equipment you will need for the dungeon. Go to another town where Heal Potions are at the top of the items list, and stock up on them, too. When you're ready, it's time to tackle the last Fiend, and light the last Orb.
The Mirage Tower is in the middle of a huge desert. There are a couple places to land your Airship, but the closest is this tiny piece of grass near the mountains. Land there, and walk to the northwest to the Mirage Tower.  If you didn't have the Chime, you could not enter the Tower. But now that you do have it, you don't have to do anything special with it (you don't have to use it from the Item menu or anything). Just having it is enough. Save outside, and enter the tower. This being the second to the last dungeon in Final Fantasy, there are some awesome weapons and armor in the Mirage Tower and Sky Castle. The Ninja's and White Wizard's best weapon, the Fighter's best armor, another Ribbon, and a whole lot more are waiting for you here. There is also so much G (and weapons and armor that can be sold) that you will never need to hunt for G ever again, after you're done with this dungeon.

There are also some nasty enemies roaming this place, unfortunately. In fact, the hardest enemy in the game is in the Sky Castle, but more about that later. The rest of the enemies are no pushover, either. But at this point in the game, if your levels are around 22 or so, you should not really have any problems.  The first floor of the Tower has a crapload of great treasure. The Aegis Shield is worth keeping. The Heal Helmet is also worth keeping; it works the same way as the Heal Staff, so now you can have TWO characters healing your entire party for free in every battle. You can just sell the Vorpal; it's not that great.  The maze-like path to get all the treasure isn't that hard to figure out. All of the treasure chests can be reached, one way or another; you'll figure it out, I'm sure. The stairs to the next level are right near the exit, at the bottom.  On the next floor, you have to take a long, winding path to get to the stairs (and the treasure). Go up and to the right. When you get to this point, take the inside path. Eventually you'll end up on the left side of this floor. Now you can access the inner room. Head down and to the right to find the door into that big room.  There is a whole lot of good treasure in here. Namely, the Sun Sword, which is an even better weapon than the Defense; Thor's Hammer, which is not only the White Wizard's best weapon, but also casts LIT2 as an ITEM in battle; and the Dragon Armor, which is tied with the Opal Armor for the best armor in the game. There is also upwards of 55,000 G here. When you're done rolling around in all the G you just found, go back up to the top of this floor to find the stairs to the next level.  This floor has no treasure at all. There is just one room, the entrance is at the bottom. Right inside that room is the next mini-boss: the Blue D.  The Blue D is pretty darn easy to kill, if your characters are at high levels like they should be. Use FIR3 to whoop him.
Now that he's out of the way, walk forward, and talk to the Robot. He says that you need a Cube if you want to teleport to the Sky Castle. Good thing you got that Cube from the Robot in the Waterfall. Hop onto the big square teleporter-thing and you'll be whisked up to the Sky Castle.
The Sky Castle has some harder enemies in it than the Mirage Tower. But they're not all that much harder. Except for Warmech, but we'll get to that later. (he he he...) For now, you'll notice that you've appeared in the middle of a four-way intersection. Go left first.) There is a couple thousand G here, and a Heal Potion. Oh boy. Go back to the intersection, then go down. In this room you'll find a really nice piece of treasure: the Bane Sword. It casts BANE when used in battle! This is insanely useful. Now you can wipe out large amounts of enemies instantly, without wasting spells. (even though BANE doesn't work all the time, it still works quite often, against many monsters). Go back to the intersection, and go right. Over here, you'll find yet another Heal Helmet. You might notice that you're running out of room for all this treasure. It's up to you really which items you want to keep. Personally, I usually only keep one Heal Helmet and ditch the other one. It isn't necessary to have three characters with a Heal item; two is more than enough. But it's up to you. Go back, and take the top route. This is the teleporter to the next level. Use it. You have now appeared at the top of another big intersection of rooms. This time there are eight branches. I'll start with the upper-left room, and go counterclockwise from there. The upper-left room has a Silver Helmet (worthless; just drop it), and a House. Oh boy. The room on the left has a bunch of G. Don't worry, it gets better. The bottom left room has something very special: Adamant. If you recall, waaaaaaaaay back in the Dwarf Cave, the Smith said he'd make you a special sword if you ever found Adamant. Well, you found some! But before rushing back to the Cave, just get the rest of the stuff on this floor first. Skip the bottom room; that's just the stairs to the next level. The bottom right room has two excellent pieces of armor: the White and Black Shirts. They aren't really worth equipping, but the Black Shirt casts ICE2 in battle, and the White Shirt casts INV2. Both are worth keeping, if you have room in your armor inventory for them. In the room on the right, you'll find the third and final Ribbon. With three Ribbons, and four characters, one is just going to have to do without. Sad, isn't it. The final room has another Opal Gauntlet, which isn't worth keeping.

Now that you're done with this floor, if you have a Knight in your party, you should consider leaving the Castle right now to go visit the Dwarf Cave, to get the BEST sword for the Knight in the whole game (except the Masmune, of course). Cast EXIT to leave quickly, or cast WARP 5 times if you don't have EXIT, or walk if you don't have either. Then board your Airship, and head back to the Dwarf Cave.
At the Dwarf Cave, talk to Smith. He forges you the ultimate sword, XCalber, and he gives it to you for free! Being a Light Warrior sure does have its advantages.

No doubt, you have a lot of weapons that need selling. Now is a good time to do so. If your Wizards are at level 23 or above, they will be able to use Level 8 spells, so now is also a good time to buy all the spells you couldn't afford before. I had 240,000 G at this point in the game, more than enough to get Level 8 spells for everyone. Make sure you get NUKE, ZAP!, LIF2, and WALL, especially. All of these spells are more than worth the 60,000 G they cost. Once you're done with all that, go back to the Mirage Tower, and make your way back to the second floor of the Sky Castle.  It shouldn't take you too long to get back up to this floor, especially now that you have XCalber. The stairs to the third floor are at the bottom. The third floor has some more nice treasure, as well as some other things. Head to the right, first.  All the way to the right, you'll find another room full of treasure. The Procape is a piece of armor usable by your White and Black Wizards; it's definitely worth having, because your mages can use all the protection they can find. You'll also find some Cloth (I assume that's the programmers' idea of a joke. Ha ha ha.) And some other stuff. Lots of G, especially. After you're done, head back to the intersection. You probably noticed that Robot standing there. Talk to him, and he tells you to look out the window. Might as well... When you do look out the window, there is a strange, cryptic mention of the Temple of Fiends. Four forces are flowing into it. It also says that the Temple is the center of the four Altars. That means the Fiends' elemental altars. If you look at the World Map, you'll notice that amazingly, this is true; draw a line from Onrac to Gurgu, and from the Mirage Tower to the Earth Cave, and they'll cross at the Temple of Fiends! How amazing! This is, of course, a huge part of the plot, which you'll see pretty soon. For now, take the path up, to find some more treasure.  You'll find some minor treasure in the room at the top. After you're done there, go all the way to the bottom if you'd like, although all you'll find is a bunch of computers that say the same thing. No treasure. Go back to the intersection, and to the left, to find the last treasure room.   In this room, you'll find, amongst other things, the best sword for the Ninja, the Katana. There is also some other minor stuff, if you want it. The stairs are right there below the room.  This floor is supposed to be some sort of tricky room. If you walk straight in any direction, you'll just keep going in circles forever. All you have to do to find your way to the next floor is walk two "blocks" down, and two to the right. Or two up, then two left. It's not that hard to figure out. You can tell the teleporter to the next level because it'll be a triangle pointing up; the teleporter you just used is a triangle pointing down. See? Not hard at all. If by some chance you get lost, just cast WARP to go back a level, then try again. This is the final floor in the Sky Castle. It's also the most dangerous. It's nothing but a super-long bridge, but on that bridge lurks the awesome Warmech.
 The chances of finding Warmech (or maybe I should say, the chances of Warmech finding YOU) aren't good. He's rather rare. But not as rare as you would like, I'm sure. Warmech is a walking death machine. I wandered here for a couple minutes to find him for this walkthrough, and he beat the crap out of my level 26 characters like they were toddlers. See that screenshot? My Knight had 550 HP before this battle, and Warmech hit him for 281 damage before I even got a chance to do anything (if he hits a Knight with Dragon Armor for 281 dmg., imagine what he does to Wizards. *shudder*) The next round, he NUCLEARed my Knight to death, and all my other characters were on death's door. The next round, ALL of my characters were dead.

Warmech can hit for way over 400 damage with a physical attack, and he has a NUCLEAR spell that hits each character for 200+ damage. Plus, he very often gets to attack first, so you might be dead before you even get a chance to run. 
 
  My point: pray that Warmech doesn't find you. If he does, at this point in the game, you're probably going to die a horrible, flaming death. Just be happy you were killed by the best.


If you make it to the Fiend's room at the top, make sure you are healed up before inspecting the Orb, of course. Tiamat apparently hasn't learned from watching you whoop the crap out of the other three Fiends. He thinks he can take you. *sigh* I think you know better. Time to light the last Orb.  Tiamat is not very hard at all. Kill him the old fashioned way, if you like. Or, you can use BANE (or the Bane Sword) for a one-hit kill. It's amazing that the programmers would let you kill the last Fiend in such a cheap way, but it works. Now that Tiamat is dead, walk forward, and light the last Orb! Now all the Orbs are lit! The game is over, time to roll the credits, right? ...wrong. The game is NOT over yet. Remember that weird thing with the Temple of Fiends? Yup, you gotta go check it out. You've killed the Four Fiends, but you still don't know where they came from. The Circle of Sages is sure to have information about this; next stop, Crescent Lake.
CHAPTER 10   
The Circle of Sages in Crescent Lake are sure to have some interesting things to say about that "force" flowing into the Temple of Fiends. So hop into the Airship and pay them a visit.  
 The Circle does indeed have some information for you. As you saw, the Temple is the center of the Four Altars. The REAL enemy wasn't the Fiends after all. It's something else entirely.

The "true enemy" is 2000 years in the past! That's not good. How the heck can you fight something that's 2000 years in the past? And what the heck is this Time-Loop thing?
Very interesting. "Someone" travelled 2000 years into the past, and sent the Fiends forward. That's why they are... er, WERE here destroying the world. Good thing you killed them. But then again... you killed them in the present, but they still exist in the past, don't they?  This is what the Time Loop means. Whoever went back in time 2000 years, will keep getting stronger, and stronger, until eventually.... BAM!
Break the Time-Loop, eh? How the heck are you supposed to do that. Oh well, the Temple of Fiends is obviously where they want you to go. So go there.   Head to the Temple of Fiends. Park your Airship outside, and walk on in. Don't worry, you're not going to start the Final Battle yet, you're just here for info, for now.

Remember a looooooong time ago, when you fought Garland here? Remember the Orb in his room? If you remember that, you've a better memory than I. There are also a bunch of bats in here, if you'll recall. Well, talk to a couple of the bats.

   Holy plot twist! The bats are none other than the Sky Warriors, from Lefein! Bet you didn't see that one coming. The Sky Warriors went up against this super-evil power thing that was controlling the Fiends, but they lost. The Fiends turned them into bats.The real enemy is 2000 years in the past, as you've heard already. But, how can you travel 2000 years into the past?
There's your answer. Put the Four Orbs over the Black Orb and the Time Gate will open. (that was a lot of capital letters) So, examine the Orb. Sure enough, it disappears, and the Time Gate opens. To take a step forward is to travel 2000 years into the past. 
 But before you do it, you need to prepare. This is the Final Battle, after all. It's going to be hard. Leave the Temple of Fiends, for now.  To prepare, there are a couple things you should do. First of all, you need to level up. The higher your levels, the better. If all your characters are at level 25, you will be able to make it through the Temple, just barely. At level 27, it'll still be a bit hard, but easier. If you're at level 30 or higher, it will be a piece of cake. 
 Of course, this all depends on what your party is too. If you have 4 Fighters, you won't need to be at as high a level as 4 Black Mages would be. But, the higher your levels, the better.  Where to go to level up, you ask? Well, the Temple of Fiends itself is a pretty good place. But the monsters in there are HARD; there are Frost Ds and Gas Ds all over the place, and they will whoop the crap out of you, even if you are at high levels. 

As an alternative, if you're strong enough, go take on Warmech a couple times. He's worth 32000 total EXP (8000 per character, if they all survive the battle), and that's usually more than enough to level up. The monsters you fight while trying to find Warmech in the Sky Castle are also pretty good for EXP. You can also try wandering around near Lefein or Gaia, or repeatedly fighting the Eye in the Ice Cave, or the monsters in the Waterfall. There are plenty of places to level up, enough that you should be able to get to level 30 without being bored out of your mind.   Once you've gotten your levels up as high as possible, you need to go shopping. Get 99 Heal Potions, first of all. You should have three spells for each magic level for all of your characters, and you should have the best equipment possible. If you haven't gotten the XCalber from Smith the Dwarf, get it. You should have 3 Ribbons, and everyone should have a ProRing. You should also already have the Heal Staff and at least one Heal Helmet. 

One last thing that you NEED to have. Using the EXIT or WARP spell is the only way to exit the Temple of Fiends. Repeat: the ONLY way. There are no stairs, no teleporters, nothing. So unless you have a Wizard with one of those spells, you will be stuck in the Temple, unable to save your game. Make sure you have one or both of those spells before entering the Time Gate. That's about all you'll need. If you've done everything above, there's nothing left but to enter the Temple.
Your ready now to enter the Temple of Fiends, and travel back 2000 years to face the Last Boss. Hop onto the Time Gate, and you'll be whisked away to the Temple of Fiends of the past.  The Temple of Fiends is pretty much the hardest dungeon in the game. The first couple floors are ridiculously hard, packed with Frost Ds and Gas Ds. On the last four floors, there are enemies from the Earth Cave, Gurgu Volcano, the Sea Shrine, and the Sky Castle. Plenty to keep you occupied, to say the least.

As an added bonus, you get to fight all 4 of the Fiends again! And they're harder this time. They have stronger spells and attacks, and more HP. And you don't get to save after beating them; if you leave the Temple and come back, they'll be there again. Sounds like fun, doesn't it?  Your main threat, though, is the Frost Ds. They appear in groups of four, usually, and no matter how strong your party, they will decimate you with their Blizzard attack. The Ribbon will protect you somewhat, but the character without the Ribbon is going to get hurt, badly. If you have NUKE, use it on them. Save one or two NUKEs for later, though, you'll need them.  Anyways, this is where you'll appear. Notice how there's no portal to get back? EXIT or WARP is your only way out. 

The Temple is a bit of a maze, but it's not too hard to make it through. Especially seeing as how I'm going to tell you the way. Go down and to the right. These are the stairs to the next level. This is the next floor. Pretty self-explanitory.  Here is where you'll appear. Go down and to the left, to find the door into the room in the middle of this level.Right inside this door lurks a rather strong enemy, so prepare yourself. It's not too hard, though, it's just the Phantom.   The Phantom is undead, so FIR3 and HRM3 it to death. It uses strong magic, but it should be dead before it gets a chance to use it on you. There is a whole lot of G in those two treasure chests. I bet you could've used that near the beginning of the game. Oh well, whatyagonnado.  After you get the treasure, examine that big plate on the floor. It's another one of those Plates of Evil, like at the Earth Cave! However, this time, the Rod doesn't work. Hmmmmm.... To remove the Plate, you need to use an item you've had with you the entire game. That's right, the Lute! Use the Lute, and the Plate will vanish. Take the ladder that is revealed to go deeper into the Temple.  You will now appear here. Looks kind of familar, doesn't it? You were just on this level. Go up and to the left, to find the next staircase. Here are the stairs. Take them. By some miracle, you appear on the next level on the right side of the Temple, even though the stairs you came down were on the left. I'm not going to try to figure that one out. Head straight to the left to find the next set of stairs.  This is the next set of stairs. Go down them, to the next level: the Earth Floor. The Earth Floor has a lot of Earth monsters, namely Earths (kind of obvious, I think). They are nothing to worry about. Head all the way up, then all the way across the top, then all the way down, to find the next set of stairs.  Before you take the stairs, though, prepare yourself. Right in front of the stairs is Lich. Lich has learned some new tricks since the Earth Cave. NUKE, ZAP!, XXXX, and other powerful spells are now Lich's to use at will. If you have NUKE, use it; if not, FIR3 and HRM4 or HRM3 will work well. Lich has more HP than he did in the Earth Cave, but not he's still not all that tough. Kill Lich as fast as possible, then take the stairs. This is the Fire Floor. There are Fire monsters all over the place, but ICE2 and ICE3 will get rid of them quickly.  To get to the next staircase, you need to go up, through the big room at the top, and exit out the other side. This is the next staircase. Before taking it, though, go down to the bottom, to find some more treasure. There are four chests down here; you can find a ProCape, a ProRing, another Katana, and 26000 G. To reach the Katana, you need to go into the room on the right, exit it at the bottom, and follow the path around to the room surrounded by blue stuff (I don't know what the blue stuff is...) After you're done treasure hunting, approach the stairs. Before you can reach the next level, you must face Kary, Fiend of Fire.  Kary is pretty strong, but not too much stronger than when you faced her in the Volcano. Use FAST on your fighters, and beat the crap out of her. Don't even bother wasting magic, save it for later.

Once Kary is out of the way, take the stairs to the next level: the Water Floor. The Water Floor is pretty easy. LIT2 and LIT3 the monsters here out of your way. They are not too hard at all. You need to head right, through the room there. From there, head down and to the right a bit, to this door. Go inside, and follow the room down.  You should come out of the room here.  Go into this room next, and go to the left a bit.   Here is where you will exit this room. From here, just head straight down, to the narrow hallway at the bottom.  Once again, prepare yourself. You will now face Kraken, Fiend of Water. Like the other Fiends in the Temple, Kraken is a bit stronger this time. Use LIT3 to kill him quick, and use INV2 and ALIT to protect against Kraken's foolish attempts to harm you. With Kraken out of the way, head to the right, to the next staircase, and the last elemental floor: the Air Floor.  The Air Monsters on this floor are not too hard. To the best of my knowledge, you will not find Warmech here, which is a good thing, obviously. Head straight down from the stairs until you find a long, narrow path leading down and right. Follow this path to the right. There is a treasure chest at the end.  Now prepare yourself for a treat. In that chest is none other than the Masmune!! It's the best weapon in the game! It's even better than XCalber. What's more, ANY character can use it! It doesn't get any better than that. Give it to your best fighter to make him a one man army, or give it to a mage to add another fighter to your party! I seriously recommend EXITing the Temple at this point and saving, if you want to play at all later and still have the Masmune. If you continue to the next level and beat the game, you will not have the opportunity to save, and you'll lose the Masmune. Anyways. Tiamat is waiting for you near the top of this level, in this tiny connecting hallway.  Tiamat is strong, but use BANE or BRAK and you will kill him quite quickly. After he's dead, head to the right, and up a bit, to the next staircase. This is the last staircase. Take it!  There are no enemies on this floor. Head down to the bottom, to find the door into the large central room. Before entering this room, make SURE you are at full HP. You should still have a good supply of magic left, including a couple CUR4 spells, and some good offensive spells, plus at least a couple shots of FAST. If you were beaten up too badly on the way down through the Temple, EXIT, save, and come back. It'll be easier the second time, because of the levels you gained (hopefully) on the way through the Temple. If you think you're ready, enter the room.  Here, you find none other than... Garland! That's right, it's the punk you killed at the very beginning of the game! Talk to him, and he'll insult you some more (you impertinent fool) and reveal that it was HE who was sent back 2000 years in the past by the Fiends.  Now he explains the Time Loop. Garland sends the Fiends forward, they send him back, he sends them forwards... it's all rather complicated. I don't really understand this comment, about the Time Loop "closing". But it doesn't matter. It's clear what must be done. You have to kill Garland again! Think he'll be harder this time? (he he he...)
 This time you must face Garland in the guise of Chaos. Chaos is quite simply the hardest boss in the game. He has spells that you've never heard of, that will obliterate your party. He can CUR4 himself back to full HP whenever he wants. (full HP for Chaos means 2000HP!) And his physical attack is crazy strong. Whether you beat Chaos or not depends pretty much on which spells he uses on you, what level you're at, and pure luck. FAST yourself, use WALL on everyone you can, and use NUKE, FADE, and whatever other offensive spells you have. Make sure you keep your HP high, because Chaos can whip out a weird destructive spell when you least expect it. If luck is with you, Chaos will fall, and you will have beaten Final Fantasy!
Chaos disintegrates, and the Temple of Fiends collapses. What is to become of the Light Warriors? Never fear. :) I'm going to let the ending text speak for itself from here on out. It's been a fun 10 Chapters. I hope you found this walkthrough useful!





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