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FAQ/Walkthrough

by Shady_Knight

FINAL FANTASY I&II: Dawn of Souls

Final Fantasy FAQ/Walkthrough =v1.1=



Copyright 2007, Shady_Knight (A Mercier)
Email: [email protected]
version 1.1
======================================================================

GameFAQS and his affiliates are the only ones to use this FAQ.  If you
see this FAQ anywhere else, let me know it by sending me an e-mail, it
is right above.  If you want to use it for your own site, email me
and I'll see if you can.

The following sites have my permission to use this guide:
neoseeker.com



WARNING! READ BEFORE GOING ANY FURTHER!

Ok, first, this guide is infested with SPOILERS!  And major ones too.
Use this guide only if you already know about the game or if you're
really desperate.  You have been warned.

Second, this FAQ is about FF1 ONLY, I'll make a FF2 FAQ eventually.

Last, if you have to e-mail me about this FAQ, make a title like:
=Final Fantasy 1 FAQ=
I won't answer to any e-mails about this guide without a similar title
than the one above or anonymous e-mails, give me your screen name so
I can give you credits.

======================================================================
Version history.

version 1.0: The FAQ is born, it covers up most about the quest.
             Additional appendixes are on their way.

version 1.1: Made some corrections and neoseeker.com can now use
             this guide.

======================================================================
Table of Contents

1. Story
2. Introduction
3. Game Mechanics
3.1. Controls
3.2. Main Menu
3.3. Battle System
3.4. Status Ailments
4. The Warriors of Light
4.1. Fighter/Knight
4.2. Thief/Ninja
4.3. Monk/Master
4.4. White Mage/White Wizard
4.5. Black Mage/Black Wizard
4.6. Red Mage/Red Wizard
5. Tips for first time players and veterans alike
6. How to read this guide
7. Walkthrough

7.1. This is a rescue mission
7.1.1. Cornelia
7.1.2. Castle Cornelia
7.1.3. Cornelia area
7.1.4. Chaos Shrine
7.1.5. Castle Cornelia again

7.2. If I had a key that opened any door, my life would be complete
7.2.1. Matoya's Cave
7.2.2. Pravoka area
7.2.3. Pravoka
7.2.4. Aldean Sea
7.2.5. Elfheim
7.2.6. Elfeim area
7.2.7. Western Keep
7.2.8. Marsh Cave
7.2.9. Western Keep again
7.2.10. Matoya's Cave again
7.2.11. Elven Castle

7.3. Pillaging... err, treasure hunting 101
7.3.1. Castle Cornelia
7.3.2. Chaos Shrine
7.3.3. Western Keep
7.3.4. Marsh Cave

7.4. We don't need nukes anymore, the earth is rotting on his own now
7.4.1. Mt. Duergar
7.4.2. Mt. Duergar area
7.4.3. Melmond
7.4.4. Melmond area
7.4.5. Cavern of Earth
7.4.6. Giant's Cave
7.4.7. Sage's Cave
7.4.8. Cavern of Earth revisited

7.5. I had a change of heart, and class
7.5.1. Crescent Lake
7.5.2. Cavern of Ice
7.5.3. Ryukahn Desert
7.5.4. Gaia
7.5.5. Dragon Caves
7.5.6. The Citadel of Trials
7.5.7. Dragon Caves again
7.5.8. Buffing our Warriors, sorta

7.6. This is gonna be HOT
7.6.1. Crescent Lake
7.6.2. Crescent Lake area
7.6.3. Mt. Gulg

7.7. Let's have some beer... oxyale
7.7.1. Gaia
7.7.2. Caravan
7.7.3. Onrac
7.7.4. Waterfall Cavern
7.7.5. Gaia again
7.7.6. Onrac again
7.7.7. Sunken Shrine

7.8. I could fly, so very high, in a Flying Fortress
7.8.1. Gaia one last time
7.8.2. Melmond revisited
7.8.3. Lufenia area
7.8.4. Lufenia
7.8.5. Mirage Tower
7.8.6. Flying Fortress

7.9. Back to the Past
7.9.1. Crescent Lake revisited
7.9.2. Buffing our Warriors, a lot
7.9.3. Chaos Shrine revisited
7.9.4. Temple of Chaos
7.9.5. Epilogue

8. Soul of Chaos Dungeons
8.1. Earthgift Shrine
8.2. Hellfire Chasm
8.3. Lifespring Grotto
8.4. Whisperwind Cove

9. Frequently Asked Questions

10. Secret tips and tricks

11. Bestiary

12. Equipment
12.1. Weapons
12.2. Body Armors
12.3. Shields
12.4. Headgears
12.5. Arm Gears

13. Magic
13.1. White Magic
13.2. Black Magic

14. Special Thanks

15. Copyright, Disclaimer, etc.

======================================================================
1. Story
======================================================================
The world lies
shrouded in darkness.

The winds die...
The seas rage...
The earth decays...

But the people believe
in a prophecy, patiently
awaiting it's fulfillment.

"When darkness veils the
world, four Warriors of Light
shall come."

After a long journey
four young travelers
did at last appear...

...and in the hand of each
was clutched a crystal.

======================================================================
2. Introduction
======================================================================
So, greetings to all of you.  I'm Shady_Knight, this is the first FAQ
I made for GameFAQS so I hope you enjoy it.  I decided to make a
guide about Final Fantasy I&II: Dawn of Souls because I played and
loved the FF games back from the days of NES to the days of GBA and
DS.  I think that this game is one of the greatest that exist as it
is both innovative and classical.  You'll find pretty much everything
you need to know about Final Fantasy in this guide, but your free to
point me out anything that I missed.

======================================================================
3. Game Mechanics
======================================================================
This part is for any first time players who wants to know how the game
works.  It can't hurt to review the system of the game even for
seasoned players.

======================================================================
3.1. Controls
======================================================================
D-pad - Move character/Move cursor
A button - Confirm/Talk to NPCs/Examine stuff/Take off or land airship
B button - Cancel/ Dash(with D-pad, does not work on the overworld)
R button - Toggle between pages (only in menus when R icon is shown)
L button - Toggle between pages (only in menus when L icon is shown)
Start - Open Main Menu/Pause or resume battle(in-battles only)
Select - Nothing on its own, but hold B then press Select to view the
         World Map

======================================================================
3.2. Main Menu
======================================================================
When pressing the Start button, you will open the Main Menu.  On the
left, there's is your Warriors with some statistics about them mainly
HP, MP and Status.  On the right, you'll find the sub-menus, I'll get
to them very soon.  Below the sub-menus, you'll find the amount of
Gils you have and your playtime, if you've got like 200,000 Gils
with a playtime of 360:35 and the bridge north of Cornelia is still
not repaired, something is not right.  Below that you'll find the four
Crystals, your job is to light them again, you can see which ones you
restored and whose next to revive.  And below that is your current
location.

Now for the sub-menus.  you got seven menus to choose from.  You got:
Items, Magic, Equipment, Status, Formation, Config and Save.

In the Items menu, you got at the top: Use, Sort and Key Items.
Use, as is name implies, let's you use one items.
Sort let you sort your items in order, so it will be easier to find
back your stuff.
Key Items shows the items that will be needed to progress in the game
as well as a slight description of them.
In the middle, you got your items, their descriptions are at the
bottom.

In the Magic menu, you'll find all your spells.  At the top is Use
and Discard.  Use let's you use a spell, not all spells are usable out
of battles.  Discard let your guy forget one spell so he/she can learn
another one since you're restricted at three spells per level of
magic.  Below you'll find your spellcaster with some stats as well as
the MP cost of the spell.  In the big middle space are your spells,
those in gray means you can't use them.  At the bottom is the
description of the spell.

In the Equipment menu, you got Equip which allows you to, well, equip
your guy.  Optimal automatically equip your guy with the best
equipment you have based on attack power and defense, equipment with
special effects like Ribbon will not be equiped with Optimal.  Remove
will let you take off any piece of equipment you want.  You'll also
see your guy with the usual stats and his current equipment.
Selecting a piece of equipment your guy has on will take you to the
other pieces of equipment your guy can uses.  Next to it are the stats
it affects, stats in yellow means an increase in the stats and those
in gray a decrease.  As usual, you'll find the equipment's description
at the bottom.

The Status menu shows you about your guy's status.  You'll see it's
picture and equipment.  You'll also find the total EXP he obtained as
well as how much he must obtain to level up.  You'll also find your
guy's stats, the stats and their effects are as follow:

STR:Influence the power of physical attacks.
AGL:Determines the accuracy and evasion.
INT:How effective spells and items that mimic magic are.
STA:Manner how HP increases, plays heavily on Monk/Master's
performance.
LCK:Plays with critical hits, the higher, the more likely you'll do
critical damage.
ATK:Attack power, influenced by STR and your weapons, when combined,
they do the damage you deal in your next attack
ACC:Chances of hitting your target.
DEF:Defense power, influenced by your armors, when combined, they
determine how much damage you'll take.
EVA:Chances of evading the next attack.

Formation let's you change the order of your team, the top one has
a 1/2 chance of being of being the target, the second to top has a
1/4 chance of being the target and the bottom ones has a 1/8 chance
of being the target.  Fighters should be placed on top while mages
should stray from being hit by hiding at the bottom of the line.

Config lets you configure the settings of the game.
B button Dash ON will make your guys always dash(except on the
overworld) OFF will make you dash only if you hold on the B button.
Cursor settings will determine where your cursor appear.  Default
will make it always appear on top while Memory will make it appear
where you had it for the last time.
Message speed is how fast the text appear when someone's speaking.
1 being the slowest while 4 being the fastest.
Window color will let you change the color of windows throughout
the game so if you're tired of blue, change color.
Bestiary let you see infos about the enemies you found, those with
New next to it's name are the ones you did not read about yet.

Save let you, well, save.  You can save anytime and anywhere.
If you were to face a Game Over, you will start from where you last
saved.

======================================================================
3.3. Battle System
======================================================================
Now this is important, you will now learn how to fight in FF1.
First of all, as you walk around the overworld, your guy will suddenly
stop and the screen will turn white, then you will fight some
monsters.  This is a Random Encounter.  Your guys appears on the right
while enemies appears on the left.  Your goal is to kill all enemies
while avoiding getting all your guys killed.  Sound simple, let's see
some elements of fighting.  Your HP (Health Points or Hit Points) are
what your guy need to fight. If his HP reaches zero, your guy will
be wounded and you can't use him for the rest of the fight and he
won't recieve any experience after the fight.  It's better to keep all
your guys alive all the time.  MP (Mana Points or Magic Points) are
what your mages need to cast their spells, if your MP reaches zero or
are too low to cast any spell at all, your mage will now have serious
difficulties helping in the fight.  Higher leveled spells usually
requires more MP to use.  Now for your battle commands, you got:
Attack, Magic, Items, Equip and Flee.
Attack let's you execute a physical attack to harm the enemies.  As
you level up and depending on which weapon you use, you will be able
to strike your enemies multiple times, increasing damages.
Magic let you use your spells in battle, pretty much self explanatory.
Items let you use items such as potions and antidotes, but some pieces
of equipment will have some special effects while used as an item.
Equip let you change the equipment your guy has on him.
It's effective if you got weapons that are particularly powerful
against some type of enemies.
Flee let you run from the battle.  When you think you're losing, don't
think twice, flee.  It does not always work, but the Thief/Ninja has
a high chance of fleeing successfully.
Fighting is the primary source of money and the only way to gain EXP.
As you fight, you will level up and your guys will become stronger.
At the start of the battle, you may see Preemptive Strike or Ambushed
on top.  If it's Preemptive Strike, you will be able to strike first
without the enemies attacking you on that turn.  If it's Ambushed,
the enemies will strike you first for a whole turn.

======================================================================
3.4. Status Ailments
======================================================================
During your journey, you will be affected by Status Ailments that will
make fights more difficult.  Here are the main status ailments, their
effects and how you can get rid of them.

Darkness, reduce accuracy drastically, cured with eye drops/Blindna

Paralysis, can't move for some time, wear off after some time

Poison, takes damage each turn, linger after battle, cured with
antidote/Poisona

Silence, can't use spells, cured with echo grass/Vox

Sleep, can't do anything for some time, wear off after some time or
being hit physically

Stone, can't enter commands, if eveyone is Stoned it's Game Over,
cured with Gold Needle/Stona

Critical, very low hp, cured by using healing means

KO'd, can't enter commands, if everyone is KO'd it's Game Over,
cured with Phoenix Down/Life spells

======================================================================
4. The Warriors of Light
======================================================================
This is probably the most important part of the game, choosing your
team.  New players should have a balanced team while veterans can use
any team at all since they KNOW what they're doing.  A good starting
team is one both strong physically and magically.  You should have
at least one Fighter for defense and power, one White Mage for healing
and on Black Mage for spells of mass destruction.  Your fourth dude
must be able to help in some other way.  The Thief is now quite
powerful and let you run away quickly, Monk hit hard and is pretty
innexpensive, Red Mage is profecient in everything so he's a good
supportive character.  My personal favorite party is Fighter, Thief,
White Mage, Black Mage.  It's better to stay away from four of the
same class, especially four Fighters or Monks since you'll be very
limited in your battle options.  You can get away with four Red Mages
but it's not recommended.  Let's analyse the characters more details
shall we.

======================================================================
4.1. Fighter/Knight
======================================================================
I know its real name is Warrior, but I find it to be too general. You
are the four WARRIORS of Light and one of your guys class is Warrior.
you will then put four Warriors who will get killed because parties of
four of the same class sucks.  Anyway, veterans must be eager to use
their favorite meat shield... err, tank again.  Well, I hate to break
it to you, but he's no longer the one man army that he used to be in
the days of 8-bit.  He still take less damage that most classes since
he can equip most armors and some of the best weapons found in the
game, but some pieces of armor found in the Soul of Chaos Dungeons can
allow other classes to match him in defense.  If you want to revive
the Massive Tank of Yore, give him all the best stuff, especially
Hero's Shield since he won't need the Ribbon anymore with its crappy
defenses and the Ultima Weapon.  After the Class Change, the Fighter
will turn into the Knight who can equip more stuff and his more
powerful.  The Knight can also uses up to level 3 of white magic,
adding some more healing support.  However, his magic his pretty
terrible compared to the spells a White/Red Wizard will have at this
point of the game, and they are not very effective either, but some
supportive spells won't hurt.

======================================================================
4.2. Thief/Ninja
======================================================================
The Thief got some major enhancements since his first appearance on
the NES.  Right at the start, he can attack twice, making a bit more
powerful than the Fighter.  However, by the moment you reach Pravoka,
the Fighter will get better weapons, rendering the Thief a bit less
effective.  The Thief his fast, making him often attack first, he also
let you sneak up on the enemy slightly more often and will almost
always flee succesfully, making him useful in dangerous fights such as
Cockatrice when in the Cavern of Earth or Mindflayer in the Cavern of
Ice.  Once you Class Change, your Thief will becomes a Ninja, becoming
very versatile too.  The Ninja seems to be a bit slower than the
Thief.  The Ninja is capable of using up to level 4 of black magic,
including the always useful Haste and Temper.  The Ninja could replace
a Black Mage since the Temper/Haste combo can cut considerably the
lenght of fights, but this forces you to complete the Class Change
sidequest.  Besides, Haste and Temper are not the only useful spells
that exist.

======================================================================
4.3. Monk/Master
======================================================================
The Monk his the brawn of the team (but not the brain, just look at
his INT stat).  He's perhaps the strongest damage dealer of the gang
and what's more, he don't need any equipment to do so.  He can
mutilate your enemies with nothing more than his bare hands and can
easily out-damage a Fighter as long has he got no equipment.  Since
the Monk don't require any equipment, it makes you save money which
will be useful for your other guys.  Not to mention that any stuff
useful for your Monk aren't bought in stores.  This is not without
drawbacks, the Monk gains no magic defense at all, rendering him
helpless versus enemies who mastered the arcane.  Though when he
Class Change to Master he'll gain MDEF, but this once again forces
you to do the sidequest and the Master is the only class who'll never
max his MDEF, even if you make him Class Change at level 1.  Also,
Neither the Monk, nor the Master can use magic, making them physical
fighters only.  Also, Monk and Master's STA are everything for them,
so with high STA (above 80), just give him a ribbon and he'll kill
almost everything.

======================================================================
4.4. White Mage/White Wizard
======================================================================
The White Mage is easily the number one healer of the troupe.  She's
the only one to have access to the Heal spells, which heals the entire
party.  In addition to healing, the White Mage is proficient at
fighting undeads with her Dia spells.  The White Mage is vital for
novices and even veterans keep using her to heal wounds, especially
against the two last bosses in Lifespring Grotto.  After the Class
Change, White Mage becomes White Wizard who can uses all spells of
white magic(though she's still restricted to three spells per level).
Has you may know, the White Mage isn't a physical fighter and cannot
dish out massive physical damages(though she wield a badass hammer for
some reasons).  Holy, a high-level attack spell isn't really that much
compared to a well placed physical attack from a Knight, Ninja or
Master, but aginst packs of monsters, Holy rocks.

======================================================================
4.5. Black Mage/Black Wizard
======================================================================
The Black Mage is my personal favorite class and the reason is
obvious.  He's the primary spell attacker of the team and can shorten
fights early on with Fira and Thundara which target all enemies.  This
guy can also use the dreaded Temper-Haste combo, making him a killing
machine.  After the Class Change, he becomes a Black Wizard who can
use all, but still restricted to three per level, black magic spells.
However, the Black Mage has the worst HP of the gang, hiding him in
the bottom can save his life.  He is also a poor physical fighter,
dealing sucky damage compared to other teamates (though that knife of
his looks very sharp and deadly).  The elemental attacks of the Black
Mage can deal great damages to monsters weak against a certain
element.  Also, the Black Wizard has a nice array of instant death
spells.  His most deadly spell, Flare, will considerably shorten
fights.

======================================================================
4.6. Red Mage/Red Wizard
======================================================================
The Red Mage is some kind of cross between Fighter, White Mage and
Black Mage.  The Red Mage can do decent damages when physically
attacking.  He can also cast white AND black magic.  Gamers debates
whether the Red Mage is teh HaXXoR of the Warriors of Light or if he's
completely useless.  I say the Red Mage is OK at everything, but isn't
a master of anything.  He can replace almost any member of the team.
He can equip more armors than the other mages, giving him better
defenses and can cast more spells than any other fighting classes,
allowing him to heal right at the start.  He seems most suited to
replace a Thief of Black Mage, he can use swords, making him on par
with Thief and can cast the Cure spells, which no Black Mages can.
He can also use the wicked Temper-Haste combo.  However, though he
seems to be the shiniest star of the gang, he still got his drawbacks.
The Heal spells are forbidden to him, meaning you'll have a hard time
healing with a Red Mage instead of a White Mage.  His Class Change,
the Red Wizard, is very limited in choice of the level 7 of spells and
he got no access to any of the level 8 spells.  He can only wear light
armors, so he can't benefit from the same protection the Fighter
have.  He also continually lag behind the harder hitters of the team.
Also, the Red mage is probably the most expensive character of the
troupe, being able to use strong swords, pretty expensive armors and
using spells of both white and black magic cost a lot.  At the very
beggining of the game, he's easily the best character of the gang, but
when you reach Pravoka, his usefulness start to witter.  Conclusion,
the Red Mage is better used as a support guy for beginners and can be
used as an element of challenge for seasoned players.

======================================================================
5. Tips for first time players and veterans alike
======================================================================
If you are new to the Final Fantasy universe, here are some tips that
will make your journey less painful, provided by a veteran of the NES
Final Fantasy.  You should always remember them as they are vital to
newcomers and veterans alike.  Even if you played FF dozen of times,
it can't hurt to review.

1. SAVE!  Save before entering a town, save after getting an item,
save after a fight, save before fighting a freak that's 30 pixels
taller than you, just SAVE!  It's easy to lose track of time and just
one mistake can send you to Hell.  Saving will save you a LOT of pain
and a LOT of lost time.  And to make things easier, SAVE ON DIFFERENT
FILES!  You got three files, use them.  I use one for my main game,
one before entering a dungeon and one before attempting a Soul of
Chaos Dungeon.  Believe me, even experts can **** up once in a while
and sending their whole party to blood ville.

2. TALK TO EVERYONE!  Except at some points in FF2 but that's another
story, talk to any NPC you see.  They may provide some clues to your
next destination.  Some may even blurt out funny quotes, or tell you
about some hidden treasure.  Also, talk to NPC multiple times in the
game, NPCs that said useless things in the beginning may reveal some
key information later in the game.  Who knows what they'll say, just
socialize with them.

3. LEVEL UP!  Unless you wanna do a low level game (or in FF1 case,
the Class Change at level 11) you want to make your guys stronger than
the ones you fight.  Sending your 500 HP guys against someone with
900000 Hp and hit for about 30000 is plain retarded, no matter how
high your evasion is.  To do this, finish the majority of your fights
instead of fleeing all the time.  If you get your ass handed in to you
every battle, then yeah, backtrack and mutilate weaker enemies until
you're strong enough.  Power leveling help too.

4. CURE IS YOUR BEST BUDDY!  Seriously, Cure/Cura/Curaga/Curaja will
most likely be the most used spell in the game, surpassing every other
spells combined in term of being used the most.  Playing whithout Cure
is suicide.

5. BE PREPARED!  Before entering that scary dungeon that inhabit an
evil god or something, make sure you are prepared.  Bring plenty of
potions, antidotes, tents, you never know what will happen.  It may
hurt your wallet, but better prevent than heal.

======================================================================
6. How to read this guide
======================================================================
In terms of shopping, Final Fantasy works on it's own way.  Each time
you reach a town, you will see the following in the Walkthrough.  Lets
have a look at a typical Weapon shop.

Weapon Shop
Item          Cost    ATK  ACC  Class
----------------------------------------------------------------------
Nunchaku        8      12    0   Ni, Mo, Ma
Knife           4       5   10   Ft, Kn, Th, Ni, RM, RW, BM, BW
Staff           4       6    0   Ft, Kn, Ni, Mo, Ma, RM, RW, WM, WW,
                                 BM, BW
Rapier          8       9    5   Ft, Kn, Th, Ni, RM, RW
Hammer          8       9    0   Ft, Kn, Ni, WM, WW

Each weapons will come in these sets of stats.  The name goes under
"Item", the cost will be displayed, ATK, how powerful the weapon is,
ACC, how accurate the weapon and all the classes who can use the
weapon will be displayed under "Class".  Here are what the symbol
means:

Ft=Fighter Th=Thief Mo=Monk RM=Red Mage WM=White Mage BM=Black Mage
Kn=Knight Ni=Ninja Ma=Master RW=Red Wizard WW=White Wizard
BW= Black Wizard

Armor Shops works somewhat differently:

Armor Shop
Item          Cost    DEF  WGT  Class
----------------------------------------------------------------------
Clothes          8      1    2  All
Leather Armor   40      4    8  Ft, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail      65     15   15  Ft, Kn, Ni, RM, RW

The name, cost and class is all the same.  The real difference is DEF
(Defense) and WGT(Weight, affecting your character's performance).
It's self explanatory.

Magic Shops look kinda different:

Black Magic - Level 1
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Fire       50    BM, BW, Ni, RM, RW  Deals fire damage to one foe
Sleep      50    BM, BW, Ni, RM, RW  Puts all foes to sleep
Focus      50    BM, BW, Ni, RM, RW  Lowers one foe's evasion
Thunder    50    BM, BW, Ni, RM, RW  Deals lightning damage to one foe

As you can see, this is a typical level 1 Black Magic Shop.  You
should be familiar with everything except "Effect", which entails the
effect or the given spell when you cast it.  White Magic shop works
the same way.

======================================================================
7. Walkthrough
======================================================================
This is it, the Walkthrough to getting through this game without
making it too messy.  If you follow it closely, you should do fine.
This walkthrough will cover this party:
Fighter/Thief/White Mage/Black Mage.  This is the party I always use
and it's a VERY good party.  Before going to another section of the
walkthrough, I'll put a resume of what you must do.

======================================================================
7.1. This is a rescue mission
======================================================================
Some geezer called Lukahn foretold a prophecy that Warriors of Light
would come to save the world from evil and bla bla bla.  If you got
an intelligence, you should be aware that the four dudes you selected
are those Warriors of Light, hopefully, you probably gave them twisted
names just for sheer bliss.  Their job is either to fend off the
darkness and restore light to the four Crystals or dying and rotting
miserably.  If you're competent enough, the later will be avoided.
You will meet the King of Cornelia who will send you to rescue his
daughter Sarah from Garland, succeeding in this task will make that
bridge north of Cornelia be repaired, allowing you to start your
journey.

======================================================================
7.1.1. Cornelia
======================================================================
Watch the intro, once it's over, you get to the job.  Your guys will
appear just south of a town.  Typically, you'll want to go in.  You
may have noticed that your guys are equiped with crap, so let's give
them better stuff.  One thing you should know about Cornelia is the
dancing girl in the middle of town.  If you get stuck in the game and
can't access my 1337 guide, talk to her and she'll hint you about
where you should go.

Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn           30                            Potion            40
Sanctuary     40                            Antidote          50
                                            Phoenix Down     500
                                            Sleeping Bag      50

Weapon Shop
Item          Cost    ATK  ACC  Class
----------------------------------------------------------------------
Nunchaku         8     12    0  Ni, Mo, Ma
Knife            4      5   10  Ft, Kn, Th, Ni, RM, RW, BM, BW
Staff            4      6    0  All but Th
Rapier           8      9    5  Ft, Kn, Th, Ni, RM, RW
Hammer           8      9    0  Ft, Kn, Ni, WM, WW

Armor Shop
Item          Cost    DEF  WGT  Class
----------------------------------------------------------------------
Clothes          8      1    2  All
Leather Armor   40      4    8  Ft, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail      65     15   15  Ft, Kn, Ni, RM, RW

White Magic - Level 1
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Cure       50    WM, WW, RM, RW, Kn  Restores a little HP to one ally
Dia        50    WM, WW              Deals damage to all undead foes
Protect    50    WM, WW, RM, RW, Kn  Raises one ally's defense
Blink      50    WM, WW, RW, Kn      Raise's caster's evasion

Black Magic - Level 1
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Fire       50    BM, BW, Ni, RM, RW  Deals fire damage to one foe
Sleep      50    BM, BW, Ni, RM, RW  Puts all foes to sleep
Focus      50    BM, BW, Ni, RM, RW  Lowers one foe's evasion
Thunder    50    BM, BW, Ni, RM, RW  Deals lightning damage to one foe

The first thing you'll want to do is equip your guys with better
stuff.  You start with 500 gil so you should have enough to equip your
guys to the best of their abilities.  Your Fighter and Thief will want
a Rapier, your White Mage a Hammer and your Black Mage is fine with
his Knife.  For your armors, give your Fighter a Chain Mail and your
Thief a Leather Armor.  Now that you're done with weapons and armors,
sell your old stuff, you're holding crap for nothing and you'll get
back some Gils.  For White Magic, Cure is a must, get Dia and Protect
as well, we'll get something better with Blink MUCH later on.
For Black Magic, Fire and Thunder are a must, Sleep is less crappy
than Focus so get it.  If it's your first time playing FF, you should
go to the Inn and talk to the four geezers who will tell you about
basic elements of the game.  Now, try to leave the town and talk to
one of the guard, they will reconize you, well, they more reconize
your crystals, and will bring you to the King.

======================================================================
7.1.2. Castle Cornelia
======================================================================
The King will aknowledges you as the four Warroirs of Light thanks to
your Crystals.  But the Chancellor think you are not the real thing.
INFIDEL! BURN HIM!  Yet the King still think you are the men.  He then
ask you to save his daughter Sarah.  Apparantly, Garland, a knight in
the king's service has kidnapped her and has taken refuge to the Chaos
Shrine.  They did tried to save her, but Garland is their best
swordsman.  If you succeed in rescuing her, the King will make the
bridge to the north as good as new.  Now, simply go south and you'll
exit the castle.

======================================================================
7.1.3. Cornelia area
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Black Widow      28     10    0      8     30  none
Crazy Horse      64     10    2     15     63  none
Gigas Worm       56     17    8     15     63  Fire
Goblin            8      4    4      6      6  none
Goblin Guard     16      8    6     18     18  none
Skeleton         10     10    0      3      9  Fire, Dia
Wolf             20      8    0      6     24  none

Simply wander around fighting and leveling, once you reach level 3,
head west and north and you'll reach the Chaos Shrine.  You may want
to get a Sleeping Bag at the Item Shop, you'll see why.  Along the
way, you'll come across a cave, this is the Earthgift Shrine, but you
can't do anything there for now.

======================================================================
7.1.4. Chaos Shrine
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Black Widow      28     10    0      8     30  none
Crazy Horse      64     10    2     15     63  none
Ghoul            48      8    6     50     93  Fire, Dia
Gigas Worm       56     17    8     15     63  Fire
Goblin            8      4    4      6      6  none
Goblin Guard     16      8    6     18     18  none
Skeleton         10     10    0      3      9  Fire, Dia
Warg Wolf        72     14    0     22     93  none
Werewolf         68     14    6     67    135  none
Wolf             20      8    0      6     24  none
Skeleton         10     10    0      3      9  Fire, Dia

Garland is just directly north of you, but before you go kick him
right in the shin, take your time to explore the shrine.  The doors to
right are locked, we'll get to them later.  Head west near from where
you start and go in the first room in the southwest corner for a
LEATHER CAP, give it to your Fighter.  Now, exit and head north, go in
the room in the northwest corner for a POTION and a TENT.  Take your
time leveling there, you should reach level 6 quite easily.  Once you
reach level 6, leave the shrine and use you Sleeping Bag, the Tent
will be more useful later.  Once you're ready, just head straight
north.  Just talk to Garland to initiate the fight and his quote:
"I, Garland, will knock you all down!!"

===================================================
Boss: Garland
---------------------------------------------------
HP                   212|Weakness
Attack                15|none
Accuracy              27|
Defense                8|Resistance
Agility                6|none
Intelligence          12|
Evasion               12|Treasure
Magic Defense         64|Longsword
                        |
Gil                  250|
EXP                  130|
===================================================

THIS guy is Cornelia's best swordsman?  I wonder what does the worst
one look like.  This guy is easy, you can beat him even at level 1.
Just have your Fighter and Thief attack, your Black Mage use Fire or
Thunder and your White Mage Cure.  Garland got a cheap habit of
attacking the same guy over and over for a few rounds.  He should go
down in no time.  If you want that Longsword, save before fighting him
and beat him up until you get it, it will save some money later on and
make your Fighter a lot more powerful.

Once your done mutilating Garland, you will be sent back to the castle
with Princess Sarah.

======================================================================
7.1.5. Castle Cornelia again
======================================================================
Items obtained
--------------
Lute

Hear the King as he recite the prophecy fully, notice the "IF" in the
prophecy.  How dare that old geezer says "if" in it.  If we ever meet
that guy, I'll beat the day light out of him.  As promised, the King
will have the bridge rebuilt.  Now, before they let you leave, talk to
Sarah to get the Lute Key Item, it'll be needed eventually.  Exit the
castle and watch those guys repair the bridge, those dudes could
rivalize the carpenters in The Legend of Zelda.  Anyway, you can go
back to Cornelia to rest up a bit, then you just go cross the bridge.

======================================================================
7.2. If I had a key that opened any door, my life would be complete
======================================================================
The elven kigdom holds a mystical item known as the Mystic Key (very
original name).  To continue their journey, the four Warriors must
visit the kingdom of Elfheim and obtain the key.  However, they first
need a ship to reach Elfheim.  Once in the Elven Castle, the Warriors
learn that the elf prince has been cursed to sleep forever by Astos,
King of the dark elves, to awake the prince, they must find a cure
that only the witch Matoya possess.  Someone stole her crystal eye,
reducing the great witch to a blind old hag.  The Warriors must enter
the Marsh Cave and find the Crown that the King of the Western
Keep lost there.  But Astos may be closer than you think...

======================================================================
7.2.1. Matoya's Cave
======================================================================
So, you survived that long and boring intro, must be thanks to Nobuo
Uematsu's awesome music, you are a God Uematsu, a God!  Anyway, head
due north of Cornelia and you'll reach Matoya's Cave.

Items obtained
--------------
Potion x2
Antidote

Visiting Matoya right now is optional, but you can't miss an
opportunity to get treasures.  If you talk to the broom, it will say
something backwards, what it means is to press the B button and Select
to see the World Map.  If you go in the next room, you'll see Matoya,
who can't see you.  She won't mind if we take her stuff.  Exit the
cave.

======================================================================
7.2.2. Pravoka area
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Crazy Horse      64     10    2     15     63  none
Gigas Worm       56     17    8     15     63  Fire
Goblin            8      4    4      6      6  none
Goblin Guard     16      8    6     18     18  none
Lizard           92     18   12     50    153  none
Ogre            100     18   10    195    195  none
Warg Wolf        72     14    0     22     93  none
Wolf             20      8    0      6     24  none

Pravoka lies to the far east of Cornelia.  It's pretty much a straight
walk, so you won't have much trouble finding it.  When you hit a
shore, head south and you'll find Pravoka.

======================================================================
7.2.3. Pravoka
======================================================================
Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn           50                            Potion            40
Sanctuary     80                            Ether            150
                                            Antidote          50
                                            Eye Drops         50
                                            Phoenix Down     500


Weapon Shop
Item          Cost    ATK  ACC  Class
----------------------------------------------------------------------
Hammer           8      9    0  Ft, Kn, Ni, WM, WW
Broadsword     450     15   10  Ft, Kn, Ni, RM, RW
Battle Axe     450     16    5  Ft, Kn, Ni
Scimitar       160     10   10  Ft, Kn, Th, Ni, RM, RW

Armor Shop
Item          Cost    DEF  WGT  Class
----------------------------------------------------------------------
Leather Armor   40      4    8  Ft, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail      65     15   15  Ft, Kn, Ni, RM, RW
Iron Armor     640     24   23  Ft, Kn, Ni
Leather Shield  12      2    0  Ft, Kn, Ni
Leather Gloves  50      1    1  All

White Magic - Level 2
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Blindna   250    WM, WW, RM, RW, Kn  Cures darkness
Silence   250    WM, WW, RM, RW, Kn  Prevents all foes from casting
                                     spells
NulShock  250    WM, WW, RM, RW, Kn  Reduce lightning damage by half
Invis     250    WM, WW, RM, RW, Kn  Raise's one ally's evasion

Black Magic - Level 2
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Blizzard  250    BM, BW, Ni, RM, RW  Deal ice damage to one foe
Dark      250    BM, BW, Ni, RM, RW  Blinds all foes with darkness
Temper    250    BM, BW, Ni, RM, RW  Raises one ally's attack
Slow      250    BM, BW, Ni, RM, RW  Reduces all foe's number of
                                     attacks

You'll notice that things are more expensive here, but more powerful.
If you didn't got the Longsword from Garland, get your Fighter a
Broadsword and your Thief a Scimitar.  For armors, get everyone
Leather Gloves and a Leather Shield for your Fighter.  If you can
afford it, buy him an Iron Armor too.  For White Magic, get Invis and
NulShock get Blindna for now (we'll make a tactical use of Discard
quite soon).  As for Black Magic, Blizzard and Slow are what you'll
want.  Get Temper too, if you want to go through tough fights later
on, this spell is MANDATORY! (well, not really, you can still finish
the game without it, but it is part of a combo of spells so wicked,
that you can get addicted to it).  If you're ever short on cash, fight
monsters southeast of Pravoka, they are a bit tougher than those you
fought to reach Pravoka, but you should handle them.  Do NOT go to the
northen peninsula, especially at the peak of it.  You're gonna suffer
if you go there, I warned you.  When you are ready, talk to the pirate
in the northwest corner of town to start another fight.

===================================================
Mini Boss: Pirate
---------------------------------------------------
HP                    24|Weakness
Attack                10|none
Accuracy               2|
Defense                0|Resistance
Agility                6|none
Intelligence           3|
Evasion               12|Treasure
Magic Defense         35|Leather Shield
                        |
Gil                   40|
EXP                   40|
===================================================
Those are the stats for only one of them, you face 9 pirates at once.
The only thing that makes them dangerous are their number(they are
dangerous only for low-level games).  Whatever, Sleep work wonder here
so use to put most pirates to sleep then just attack until they all
dies.  This fight is even easier than Garland's.

After ye sent these scurvy dogs to Davy Jones' Locker, Bikke'll give ye
his ship, arr.

======================================================================
7.2.4. Aldean Sea
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Bigeyes          10      4    0     10     42  Lightning
Buccaneer        50     14    6    120     60  none
Sahagin          28     10    4     30     30  Lightning
Sahagin Chief    64     15    8    105    105  Lightning
Shark           120     22    0     66    267  Lightning

Naturally, monsters that live in the sea(Bucanners aren't sea creatures
in case you didn't notice) are weak versus Thunder, so don't hesitate
to use it.  Before you leave, remember this, you can land your ship
only at ports(those white thingies near where your ship is).  An easy
way to reach Elfheim is to head west from Pravoka then south when you
reach Cornelia.  Land your at the port then head south.

======================================================================
7.2.5. Elfheim
======================================================================
Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          100                            Potion            40
Sanctuary    200                            Antidote          50
                                            Gold Needle      500
                                            Echo Grass        50
                                            Tent             160

Weapon Shop
Item          Cost    ATK  ACC  Class
----------------------------------------------------------------------
Iron Nunchaku  160     16    0  Ni, Mo, Ma
Dagger         140      7   10  Ft, Kn, Th, Ni, RM, RW, BM, BW
Crosier        160     14    0  Ft, Kn, Ni, Mo, Ma
Saber          360     13    5  Ft, Kn, Th, Ni, RM, RW

Armor Shop
Item          Cost    DEF  WGT  Class
----------------------------------------------------------------------
Iron Armor     640     24   23  Ft, Kn, Ni
Copper Armlet  800      4    1  All
Iron Shield     80      4    0  Ft, Kn, Ni
Leather Cap     65      1    1  All
Helm            80      3    3  Ft, Kn, Ni

White Magic - Level 3
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Cura     1000    WM, WW, RM, RW, Kn  Restores HP to one ally
Diara    1000    WM, WW              Deals damage to all undead foes
NulBlaze 1000    WM, WW, RM, RW, Kn  Reduce fire damage by half
Heal     1000    WM, WW              Restores a little Hp to entire
                                     party

Black Magic - Level 3
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Fira     1000    BM, BW, Ni, RM, RW  Deals fire damage to all foes
Hold     1000    BM, BW, Ni, RM, RW  Paralyzes one foe
Thundara 1000    BM, BW, Ni, RM, RW  Deal lightning damage to all foes
Focara   1000    BM, BW, Ni, RM, RW  Lowers evasion of all foes

White Magic - Level 4
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Poisona  2500    WM, WW, RM, RW      Cures poison
Fear     2500    WM, WW              Drives all foes away in terror
NulFrost 2500    WM, WW, RM, RW      Reduce ice damage by half
Vox      2500    WM, WW, RW          Cures Silence

Black Magic - Level 4
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Sleepra  2500    BM, BW, Ni, RM, RW  Put one foe to sleep
Haste    2500    BM, BW, Ni, RM, RW  Double one ally's number of
                                     attacks
Confuse  2500    BM, BW, Ni, RM, RW  Causes foes to turn on each other
Blizzara 2500    BM, BW, Ni, RM, RW  Deals ice damage to all foes

Elfheim is EXPENSIVE with a capital everything.  It's certain you
won't have enough Gil so lets first by a Dagger for your Black Mage
and a Saber to your Thief.  Next, get an Iron Shield for your Fighter
an Helm for him too and a two Leather Cap for your other guys (just
give the one your Fighter had to one of your guys).  IF you have
enough money, by two Copper Armlet for your mages.  Now your most
likely broke.  So return to the area east of Pravoka to build up your
cash again.  Once you have 3000 Gil, go buy spells for your Black Mage
at the level 3 Magic Shop.  Get Fira and Thundara since they target
all enemies and packs a punch.  For the third spell, get Hold since
it can save you some bruises against packs of enemies even though it
target just one.  Now that you're broke again, go back to the usual
spot, but this time, go to the peak of the peninsula.  The monsters
found at the peak of the peninsula are monsters you normally find
later in the game and gives lots of Gil and EXP.  Now that you have
Fira and Thundara, you stand a chance against most monsters there.
Again, once you have 3000 Gil again, go buy spells for your White Mage
at the level 3 Magic Shop.  Cura, NulBlaze and Diara are your spells
here, Heal just doesn't heal enough even though it heals the whole
party.  Return to the peninsula and fight until you have 7500 Gil, it
may take some time but it will be worth it.  With those 7500 Gil, go
to the other Black Magic Shop and buy Blizzara, Confuse and Haste.
With Haste, you can now execute the dreaded Temper/Haste combo.  But
at this point of the game, it doesn't do much.  Hunt back again 7500
Gil and go get the spells for your White Mage.  The spells she'll want
are Poisona, NulFrost and Vox.  Now, before we continue on, have at
least 20 potions, 10 antidotes and eye drops, 5 tents and
phoenix downs, can't go explore the unexplored without being prepared.
If you want, go to the Elven Castle to get the situation.  Once you're
ready, go to the next step.

======================================================================
7.2.6. Elfeim area
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Cobra            56      6    6     50    123  none
Ghast            56      8   10    117    117  Fire, Dia
Gigas Worm       56     17    8     15     63  Fire
Goblin            8      4    4      6      6  none
Goblin Guard     16      8    6     18     18  none
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
Scorpion         84     22   10     70    255  none
Tarantula        64      5   12     50    141  none
Warg Wolf        72     14    0     22     93  none
Werewolf         68     14    6     67    135  none
Wolf             20      8    0      6     24  none

To reach the Western Keep, start by heading west of Elfheim, once you
reaches some mountains that stops you from going west, head north
until you see water, follow it to the west and north and you should
find the keep.  Going there is not necesary, but it's better to know
where it is since you will come back.  The king will say that Astos
tricked him and made the castle fall in ruins.  He says that if you
can find his crown in the Marsh Cave, he may be able to restore the
castle.  Hmm... something's not right, how could a simple crown let
you restore such a mess ?  At least you got another sidequest.

======================================================================
7.2.8. Marsh Cave
======================================================================
The Marsh Cave lies south of the Western Keep.  When you reach a swamp
area, continue southt until you see a hole, that's the entrance.
The Marsh Cave is the first REAL dungeon that you'll find, so for
better safety, save on another file before entering.  The Marsh Cave
also as a new concept: duplicate chests(thanks to Action for pointing
it out).  There are multiple chest containing the same item.  Once you
open one, all chests containing the same item will be empty too.  So
you can't have multiple Broadswords(as neat as it would be). Items that
have duplicate chests will have a * next to them.

Items obtianed                        Equipment obtained
--------------                        ------------------
Phoenix Down                          Dagger
Cottage                               Broadsord
1980 Gil(total)                       Copper Armlet
Crown

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Bloodbones      144     26   12    378    378  Fire, Dia
Crawler          84      1    8    200    186  none
Gargoyle         80     12    8     80    132  none
Ghoul            48      8    6     50     93  Fire, Dia
Gray Ooze        76     30    7     70    255  Lightning
Green Slime      24      1  255     20     84  Fire, Ice
Shadow           50     10    0     45     90  Fire, Dia
Scorpion         84     22   10     70    255  none
Skeleton         10     10    0      3      9  Fire, Dia
Tarantula        64      5   12     50    141  none
Warg Wolf        72     14    0     22     93  none
Werewolf         68     14    6     67    135  none
Skeleton         10     10    0      3      9  Fire, Dia

Be sure to use a Tent before going in the cave.

B1:
Follow the path to the north to the next floor.

B2:
Go in the far northeast corner starting from the stairs for a DAGGER.
In the northwest corner still starting from the stairs, you'll find
680 GIL*.  Always from the stairs, go to the southwest corner for a
BROADSWORD* and 620 GIL.  Go back upstairs.

B1:
Once you're back at the entrance of the cave, head south.  When you
reach the intersection, head south to the next floor.

B2:
If you did the previous step in B2, all the chests will be empty.
Anyway, go all the way south of this place.  The moment you hit a wall
go east and you'll see a door way eventually.  Go in and out through
the other door to the last floor.

B3:
The area is like a 4x4 set looking like this:

 1  2  3  4
 5  6  7  8
 9 10 11 12
13 14 15 16

Rooms 13-16 are cut off(with 15 being empty).  Room 4 has 295 GIL.
Room 5 has a Copper Armlet. Room 6 has a COTTAGE and PHOENIX DOWN*.
Room 11 has 385 GIL.

Room 10 has what you seek.  But before you reach the chest, you will
have a forced fight with:

===================================================
Mini Boss: Piscodemon
---------------------------------------------------
HP                    84|Weakness
Attack                30|none
Accuracy              21|
Defense               16|Resistance
Agility               33|Fire         Ice
Intelligence          18|Stone        Paralysis
Evasion               66|Poison       Darkness
Magic Defense         98|Sleep        Silence
                        |Confusion    Mind
Gil                  360|
EXP                  276|Treasure
                        |None
===================================================

Sometimes, a Guardian will be in front of the chest containing usually
an important item.  The Piscodemon alone isn't too much, but he's
NEVER alone.  You can face a minimum of two and a maximum of four.
Have your Fighter and Thief attack while your White Mage heals.  Your
Black Mage should keep using Thundara since they are resistant to Fire
and Ice even though they aren't weak to Thunder.

After you win, DON'T step off where you are standing, doing so will
forces you return to the square and fight them again.  Get the Crown
from the chest then leave the Marsh Cave.

======================================================================
7.2.9. Western Keep again
======================================================================
Before going back to the Western Keep, return to Elfheim to sell your
treasures.  Then, return to Pravoka and buy Silence for your
White Mage(after Discarding Blindna).  Return to the Western Keep(use
a tent first), talk to king and be ready to fight:

===================================================
Boss: Astos
---------------------------------------------------
HP                   420|Weakness
Attack                30|none
Accuracy              42|
Defense               18|Resistance
Agility               39|none
Intelligence          24|
Evasion               78|
Magic Defense        170|
                        |
Gil                 2000|
EXP                 2250|Treasure
                        |Mythril Sword
===================================================

You probably expected this, only him could live alone in an ruined
castle with no guards or subjects.  Whatever, Astos has a really
deadly spell called Death(which your Black Mage can learn later), as
its name implies, it instantly kill a character, so phoenix downs
comes in handy.  Astos can also cast Hast and Slowra, to make matter
worse, he's also got Fira and Thundara wich will hit hard on your
guys.  Have your White Mage cast Silence so that Astos don't uses his
spells.  If you're lucky, it will work before Astos uses Death.  Have
your Black Mage use Haste on your Fighter and Thief.  If someone dies
from Death, use a phoenix down right away.  Obtaining his Mythril
Sword his tempting, but fighting Astos over and over would simply be
too dangerous to be worth it.

After Astos' ass is toast, you get the Crystal Eye.

======================================================================
7.2.10. Matoya's Cave again
======================================================================
If you remember where Matoya's Cave is, you can reach by ship, just go
beneath the bridge of Cornelia and you should reach the port near the
cave to the north.  Talk to Matoya to give her back the Crystal Eye
and will give you the Jolt Tonic which can awake pretty much anyone.
If you talk to her again, she won't be as nice as before.

======================================================================
7.2.11. Elven Castle
======================================================================
If you don't know where the Elven Castle is, you should not even be
playing the game.

Items obtained                     Equipment obtained
--------------                     ------------------
1500 Gil                           Mythril Hammer
Mystic Key                         Bronze Gloves

Talk to the healer next to the prince(you should know who's the prince
if you read about the scenario).  He'll awaken(yet he stays in bed for
the rest of the game)and gives you the mystical Mystic Key.  But it's
not over yet, go outside the castle without leaving the area.  Circle
around to the northest and you'll find a place with another locked
door.  Now that you have the Mystic Key, you can go in.  Inside you'll
find a MYTHRIL HAMMER(about time your White Mage get a new weapon),
BRONZE GLOVES for your Fighter and 1500 GIL. Friggin' Sweet.

======================================================================
7.3. Pillaging... err, treasure hunting 101
======================================================================
Now that the Warriors has the Mystic Key in hand.  The time has come
to discover what secret those locked door hold.  As the Warriors need
to head farther to the west, one of those sealed doors might hold an
item that will allow them to reach their destination.

======================================================================
7.3.1. Castle Cornelia
======================================================================
If you have trouble finding Cornelia Castle, you must have no memory
at all since we passed in front of it, many times.

Items obtained                     Equipment obtained
--------------                     ------------------
Tent                               Iron Armor
Cottage                            Saber
Nitro Powder                       Mythril Knife

To reach the treasure room, circle around the inner castle wall(you
can't circle outside).  Once you circle around, you'll see an opening
in the northen side that you should enter.  Follow the path to not one
but TWO treasure rooms.  The treasure you'll find are IRON ARMOR,
TENT, Nitro Powder.  In the other room you'll get COTTAGE, SABER and
a MYTHRIL KNIFE for your Black Mage.  The only item you really need
is the Nitro Powder, but it would be stupid not to take the other
items too, they are asking to be picked.  In any case, the rest is
optional but you can get some juicy items there.

======================================================================
7.3.2. Chaos Shrine
======================================================================
You should know where the Chaos Shrine is so why should I tell you ?

Items obtained                      Equipment obtained
--------------                      ------------------
Gold Needle                         Werebuster
                                    Rune Blade

In the southeast corner, there is a RUNE BLADE guarded by some
Gargoyles, nothing you can't handle.  In the northeast corner, you'll
find a WEREBUSTER(guarded by Gargoyles too) and a GOLD NEEDLE(you'll
have to go face the Gargoyles again to leave the room). That's all
there is to get here.  Don't forget to give the Rune Blade to your
Thief.

======================================================================
7.3.3. Western Keep
======================================================================
This will be a pretty long trek to get from the Chaos Shrine to the
Western Keep.

Items obtained                     Equipment obtained
--------------                     ------------------
Nope                               Power Staff
                                   Falchion
                                   Steel Gloves

To reach the treasure room, circle the area counter-clockwise from the
entrance around the area where you killed Astos.  There are three
chests, each guarded by monsters.  The middle one is guarded by
Wraiths and the other two by Mummies.  You can avoid the fights by
opening the chest from the side.  What you get in the middle is a
FALCHION.  To the right, STEEL GLOVES.  And to the left, POWER STAFF.

======================================================================
7.3.4. Marsh Cave
======================================================================
The last place to loot, with some good stuff.

Items obtained                   Equipment obtained
--------------                   ------------------
Antidote                         Silver Armlet
1020 Gil

Go in the area where you got the Crown, you'll find the locked doors
at the bottom.  Since I feel a bit generous today, here's the layout
in case you forgot:

 1  2  3  4
 5  6  7  8
 9 10 11 12
13 14 15 16

Room 13 has two encounter squares(encounter squares are when you are
forced to fight monsters that are not in front of a chest); one is
east of where you enter (Picodemons) and the other north of the
chest(Anacondas).  Unless you are doing a low level game, you may
want to fight them all.  The chest contain a SILVER ARMLET for your
Thief.

Room 14 has two encounter squares too; one west of the chest
(Piscodemons) and one to the south(Anacondas).  Fight them if you
want, the chest holds an ANTIDOTE.

Room 15 is empty.

Room 16 as a lone chest that you can only open from one way which is
being guarded by Piscodemons.  You get 1020 Gil from the chest.

======================================================================
7.4. We don't need nukes anymore, the earth is rotting on his own now
======================================================================
With the Nitro Powder and the help of the Dwarf Nerrick, The Warriors
of Light are now able to create a canal to allow them to reach
Melmond.  Upon arrival, they notice that the earth is decaying and
that the town is devastated.  They learned that a Vampire appeared in
the Cavern of Earth ever since the earth started to witter.  They go
to the Cavern of Earth and defeats the Vampire, but the Earth Crystal
still doesn't light.  They decide to visit Sage Sadda for advice.
They Manage to bribe the Giant in the Giant's Cave with a Star Ruby
found in the Cavern of Earth.  The Sage tells the Warriors that the
source of the earth decaying is very deep in the Cavern of Earth. He
then entrust the Warriors with the Earth Rod which they will need to
reach the source.  Using the rod's powers, the Warriors uncovers a
secret passage where they fought the Vampire.  At the deepest reach of
the cavern, they find the cause of the earth decaying, Lich, Fiend of
the Earth.  After defeating the fiend, the Earth Crystal shines again
and the earth start returning to normal.

======================================================================
7.4.1. Mt. Duergar
======================================================================
Mt. Duergar is west of Cornelia, but the port is northwest.  But first
you should rest at Cornelia, those fighting for treasure must have
worn you out.  Take your time to sell any treasure that won't serve
you for good money.  Once you land the ship near Mt. Duergar, head
southwest and enter the cave.

Items obtained                     Equipment obtained
--------------                     ------------------
Potion                             Great Helm
Ether                              Wyrmkiller
Tent                               Mythril Mail
1600 Gil (total)

A Dwarf named Nerrick needs Nitro Powder to finish his canal.  To
advance in the story, you'll have to give it to him.

In the room above you, you'll get 575 GIL and 450 GIL.  In the room
the the west, you'll find Smyth, he'll be very useful later.  Far to
the south, there is a room with the following items: TENT, GREAT HELM,
WYRMKILLER, ETHER, POTION, MYTHRIL MAIL, 575 GIL and a COTTAGE.  The
Mythril Mail is useful if you have a Red Mage.  Wyrmkiller goes well
with Thief.  Nerrick is just east of the room talk to him and watch
the scene(very nice graphics I must say).  Exit the place, but you
will come back later.

======================================================================
7.4.2. Mt. Duergar area
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Cobra            56      6    6     50    123  none
Gigas Worm       56     17    8     15     63  Fire
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
Tarantula        64      5   12     50    141  none
Warg Wolf        72     14    0     22     93  none
Wolf             20      8    0      6     24  none

Just return to your ship and go through the newly created canal. The
whirlpool nearby lead to the Lifespring Grotto, but like the
Earthgift Shrine, you can't do anything there for now.  Melmond is due
west of the canal, with a port right next to it.

======================================================================
7.4.3. Melmond
======================================================================
Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          100                            N/A
Sanctuary    N/A

Weapon Shop
Item          Cost    ATK  ACC  Class
----------------------------------------------------------------------
Crosier        160     14    0  Ft, Kn, Ni, Mo, Ma
Saber          360     13    5  Ft, Kn, Th, Ni, RM, RW
Longsword     1200     20   10  Ft, Kn, Ni, RM, RW
Falchion       360     15   10  Ft, Kn, Th, Ni, RM, RW

Armor Shop
Item          Cost    DEF  WGT  Class
----------------------------------------------------------------------
Knight's Armor 36000   34   33  Ft, Kn
Silver Armlet  4000    15    1  All
Great Helm      360     5    5  Ft, Kn, Ni
Bronze Gloves   160     2    3  Ft, Kn, Ni
Steel Gloves    600     4    5  Ft, Kn, Ni

White Magic - Level 5
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Curaga   4000    WM, WW, RM, RW      Restores a lot of HP to one ally
Life     4000    WM, WW, RW          Revives one KO'd ally
Diaga    4000    WM, WW              Deals damage to all undead foes
Healara  4000    WM, WW              Restores HP to entire party

Black Magic - Level 5
Spell    Cost    Class               Effect
----------------------------------------------------------------------
Firaga   4000    BM, BW, RM, RW     Deals fire damage to all foes
Scourge  4000    BM, BW, RW         Instantly kills all foes
Teleport 4000    BW, RW             Transports party to previous floor
Slowra   4000    BM, BW, RM, RW     Reduces one foe's number of
                                    attacks

Maybe it's because of its state, but Melmond is really expensive.  But
you should have gotten a lot of items thanks to the Mystic Key.  The
Item Shop and the Sanctuary as been destroyed by the Vampire so try to
conserve your health here.  Get a Longsword for your Fighter if you
didn't got Garland's.  For armors, Knight's Armor for Fighter and
Silver Armlets for the two mages.  Chances that you are now broke, go
to the peninsula north of Pravoka and hunt for 50000 Gil(it's gonna be
helpful soon enough).  Once you're rich again, it's time get some
magic.  For White Mages, get Curaga, Healara and Diaga.  Life is no
longer as useful as during NES day with the arrival of phoenix downs.
Black Mages will want Firaga, Scourge and Slowra, Teleport can't
compare to Exit.  If you talk to the peoples, you'll learn that a
vampire has destroyed the church, and left Melmond like that.  You'll
also learn about Sadda, you'll go meet him soon.  The vampire is
hiding in the Cavern of Earth so this is your next stop.

======================================================================
7.4.4. Melmond area
======================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Black Widow      28     10    0      8     30  none
Cobra            56      6    6     50    123  none
Ghast            56      8   10    117    117  Fire, Dia
Ghoul            48      8    6     50     93  Fire, Dia
Gigas Worm       56     17    8     15     63  Fire
Hyenadon        120     22    4     72    288  none
Lesser Tiger    132     22    8    108    438  none
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
Shadow           50     10    0     45     90  Fire, Dia
Tarantula        64      5   12     50    141  none
Warg Wolf        72     14    0     22     93  none
Wolf             20      8    0      6     24  none

To reach the Cavern of Earth head south following the line of swamp.
Then continue south and southeast within the mountain range and you'll
find the cave.  Save on two files again and enter.

======================================================================
7.4.5. Cavern of Earth
======================================================================
Items obtained                        Equipment obtained
--------------                        ------------------
Potion                                Leather Shield
Antidote                              Coral Sword
Gold Needle
Sleeping Bag
Tent
10495 Gil(total)
Star Ruby

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Anaconda         80     22   10     50    165  none
Black Widow      28     10    0      8     30  none
Cobra            56      6    6     50    123  none
Cockatrice       50      1    4    200    186  none
Earth Elemental 288     66   20    768   1539  Fire
Gargoyle         80     12    8     80    132  none
Ghast            56      8   10    117    117  Fire, Dia
Hill Gigas      240     38   12    879    879  none
Lizard           92     18   12     50    153  none
Minotaur        164     22    4    489    489  none
Mummy            80     30   20    300    300  Fire, Dia
Ochre Jelly      76     32    6     70    252  Fire, Ice
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
Piscodemon       84     30   16    300    276  none
Tarantula        64      5   12     50    141  none
Troll           184     24   12    621    621  Fire
Warg Wolf        72     14    0     22     93  none
Werewolf         68     14    6     67    135  none
Wight            52     20   12    150    150  Fire, Dia
Wraith           86     22    4    231    231  Fire, Dia

You now have a nice plethora of monsters here.  To the west of the
entrance is the Hall of Giants, a place where you fight Hill Gigas
each step you take, good for making money and power leveling.

B1:
From where you start, head north and follow the path for 1975 GIL.(it
has an encounter sqaure to it's right with an Earth Elemental) Back to
the entrance, go east.  When you reach an intersection, go south until
the path split again, go east and follow the path until you reach a
room with 795 GIL and an ANTIDOTE(there are an encounter square north
and east of the chests).  Return to the last intersection and go west.
Skip the first path going south and take the second.  you'll reach a
room with a POTION and 880 GIL(there's an encounter square south of
the potion).  Return to the entrance and head all the way east the
reach the next floor.

B2:
From the entrance, go south, then northeast then southeast.  Continue
south until you can go east and as soon as you can head south, go
south. follow the path to a room with 5000 GIL, a LEATHER SHIELD and
575 GIL(there's an encounter with an Earth Elemental the moment you
enter and leave the room).  Return to the last intersection and head
east.  Once you hit the wall, go north, then east and north for a
CORAL SWORD for your Thief, a TENT and 330 GIL.  Now head all the way
south and follow the path to the next floor.

B3:
Be careful of the encounters on this floor, you will find the
Piscodemons again and the dreaded Cockatrice, those things can petrify
your guys with their physical attack so you should run away from them
unless you got a Preemptive Strike.

Start heading east and take the second path going north for a SLEEPING
BAG.  Exit and start heading north.  You'll run into a west-north
intersection.  Head north and south at the next intersection following
the path for a GOLD NEEDLE inside a room(with an encounter square to
the south of the chest).  Go back to the west-north intersection and
go in the nearby room with a chest with 3400 GIL(and an encounter to
the south of the chest).  Continue west and follow the path.  At the
south-east intersection, go east and into the room for a chest(guarded
to its south) containing 1020 GIL.  Leave the room and head south and
you'll reach another room, heal if you and talk to the vampire to
fight him.

===================================================
Boss: Vampire
---------------------------------------------------
HP                   280|Weakness
Attack                76|Fire, Dia
Accuracy              39|
Defense               26|Resistance
Agility               36|Quake           Ice
Intelligence          26|Stone           Paralysis
Evasion               72|Poison          Darkness
Magic Defense         74|Sleep           Silence
                        |Confusion       Mind
                        |Death
Gil                 2000|
EXP                 1200|Treasure
                        |none
===================================================

This fight is so easy, just Attack with your Fighter and Thief,
White Mage cast Diaga and Black Mage Firaga.

After he dies, get the Star Ruby from the chest and leave the
Cavern of Earth.

======================================================================
7.4.6. Giant's Cave
======================================================================
Return to Melmond since you must be exhausted after all those fights.
To reach the Giant's Cave head the southwest from Melmond.  You
should reach the cave.

Items obtained                        Equipment obtained
--------------                        ------------------
1070 Gil(total)                       Mythril Helm
                                      Great Axe

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Lesser Tiger    132     22    8    108    438  none
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
Tarantula        64      5   12     50    141  none
Warg Wolf        72     14    0     22     93  none

There's only one path, follow it to find the rock dude.  Talk to him,
he'll eat the Satr Ruby and let you pass.  You'll see the stairs to
the north but go south to reach a room with a MYTHRIL HELM for your
Fighter, 450 GIL, 620 GIL and a GREAT AXE.  Now exit to the north.

======================================================================
7.4.7. Sage's Cave
======================================================================
There's only one path to the Sage's Cave so just follow it.

Items obtained
--------------
Earth Rod

Follow the path to the second door, the first one leads to nothing.
In the room, continue following the path and you'll meet Sadda.
He'll explain the situation further and gives you the Earth Rod.  He
tells you to use it behind the Vampire's chamber.  Before you go back
to the Cavern of Earth, return to Melmond and sell all your junk.

=====================================================================
7.4.8. Cavern of Earth revisited
=====================================================================
You should know how to reach the Cavern of Earth and why should I say
it again when you can scroll up to find the answer.

Items obtained                     Equipment obtained
--------------                     ------------------
Tent                               Staff
13075 Gil(total)                   Mythril Shield

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Anaconda         80     22   10     50    165  none
Black Widow      28     10    0      8     30  none
Cobra            56      6    6     50    123  none
Cockatrice       50      1    4    200    186  none
Earth Elemental 288     66   20    768   1539  Fire
Gargoyle         80     12    8     80    132  none
Ghast            56      8   10    117    117  Fire, Dia
*Goblin Guard    16      8    6     18     18  none
Hill Gigas      240     38   12    879    879  none
*Hyenadon       120     22    4     72    288  none
Lizard           92     18   12     50    153  none
Minotaur        164     22    4    489    489  none
Mummy            80     30   20    300    300  Fire, Dia
Ochre Jelly      76     32    6     70    252  Fire, Ice
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
*Ogre Mage      144     23   10    723    723  none
Piscodemon       84     30   16    300    276  none
*Sphinx         228     23   12   1160   1600  none
Tarantula        64      5   12     50    141  none
Troll           184     24   12    621    621  Fire
Warg Wolf        72     14    0     22     93  none
Werewolf         68     14    6     67    135  none
Wight            52     20   12    150    150  Fire, Dia
Wraith           86     22    4    231    231  Fire, Dia

*Cannot be found on the first three floors.

You should know the path to the Vampire's chamber by know and you can
scroll back up to read it again.

When you reach it, go through the other door and follow the path
until you see a gray slab.  Talk to hit and the Earth Rod will make
it disappear, revealing stairs, go down.

B4:
From the start, head west and north into a large open area that we'll
call the Hall.  Head north and follow the path until you reach a room
with tons of encounter squares(oh joy) and 5450 GIL, 1445 GIL,
1520 GIL, a STAFF and 3400 GIL.  Return to the Hall.

From there, go west and then south.  Go all the way west and keep
going northwest.  When you can't go northwsert anymore, go south
all the way and follow the path to a room with a TENT, 1250 GIL and
a MYTHRIL SHIELD for your Fighter(the first chest is guarded from the
right, the other two from below).  Backtrack until you can go west
and follow the path going north to the last floor.

B5:
All you have to do is to follow the path to the northeast, it's
pretty much a straight path so just keep going and you'll reach a
room.  Heal and Save, then talk to the orb to fight:

===================================================
Boss: Lich
---------------------------------------------------
HP                  1200|Weakness
Attack                40|Fire, Dia
Accuracy              49|
Defense               40|Resistance
Agility               12|Quake           Ice
Intelligence          30|Stone           Paralysis
Evasion               24|Poison          Darkness
Magic Defense        120|Sleep           Silence
                        |Confusion       Mind
                        |Death
Gil                 3000|
EXP                 2200|Treasure
                        |Dry Ether
===================================================

In case you didn't know, Lich is male, so don't send me unwanted
e-mails.

Lich is one nasty opponent, he can cast Blizzara and Thundaga which
can KO lower level characters.  His physical attack paralyzes and can
cast Sleepra on the team.  He can also cast Haste on himself making
his attacks more deadly.  Lich is undead, so Firaga, Diaga works
wonder here.  Have your Fighter and Thief attack, your White Mage use
Diaga or Cura/Curaga and your Black Mage Firaga.

Once Lich is dead, you'll restore light to the Earth Crystal and the
Earthgift Shrine will know be opened.  But you should wait until you
kill all the Fiends before going there.  There is a teleporter behind
the crystal, step on it and you'll be sent outside the dungeon.

=====================================================================
7.5. I had a change of heart, and class
=====================================================================
The Warriors triumphed over the Fiend Lich and relighted the Earth
Crystal.  They now venture to Crescent Lake where they meet Sage
Lukhann who offers the Warriors a Canoe.  Using the Canoe, the
Warriors travels to the Cavern of Ice in search of the Levistone.
After finding the Levistone through hazardous challenges inside the
cave, they use it to reawaken the legendary Airship.  Using the
Airship, the Warriors goes to Dragon Caves and meet the King of
Dragons, Bahamut.  Bahamut promises the Warriors great powers if they
can find him the Rat Tail inside the Citadel of Trials.  After
overcoming the trials, the Warriors retrieve the Rat Tail and return
it to Bahamut. The Dragon King keep his promise and grants the
Warriors with the Class Change.

=====================================================================
7.5.1. Crescent Lake
=====================================================================
Besides going to Crescent Lake, this part is optional, but doing it
now will make your guys stronger already and you will benefit from it
in the long run.  And also one of the hardest dungeon in the game
will be done already.  To reach Crescent Lake, in your ship, head
south, staying close to the land and once you reach the tip of the
continent, head west.  Eventually, you should see another landmass,
jag south and you should see the dock.  Dock and head southwest
around the southern end of the crescent-shaped laked and you'll reach
Crescent Lake.

Items obtained
--------------
Canoe

Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          200                            Potion            40
Sanctuary    400                            Hi-Potion        150
                                            Ether            150
                                            Phoenix Down     500
                                            Tent             160

Weapon Shop
Item          Cost    ATK  ACC  Class
---------------------------------------------------------------------
Mythril Knife  640     14    0  Ft, Kn, Th, Ni, RM, RW, BM, BW
Mythril Sword 3200     13    5  Ft, Kn, Ni, RM, RW
Mythril Hammer 2000    20   10  Ft, Kn, Ni, RM, RW
Mythril Axe   3600     15   10  Ft, Kn, Ni,

Armor Shop
Item          Cost    DEF  WGT  Class
---------------------------------------------------------------------
Mythril Mail   6000    34   33  Ft, Kn, Ni, RM, RW
Mythril Shield 2000    15    1  Ft, Kn, Ni
Buckler        2000     5    5  Ft, Kn, Th, Ni, RM, RW
Mythril Helm   2000     2    3  Ft, Kn, Ni
Mythril Gloves 2000     4    5  Ft, Kn, Ni, RW

White Magic - Level 6
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Stona   13000    WM, WW              Cures Stone
Exit    13000    WW, RW              Transports party out of dungeons
Protera 13000    WM, WW, RW          Raises party's defense
Invisira 13000   WM, WW, RW          Raises party's evasion

Black Magic - Level 6
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Thundaga 13000   BM, BW, RW       Deals lightning damage to all foes
Death   13000    BM, BW, RW       Instantly kills one foe
Quake   13000    BW, RW           Calls an earthquake to swallow foes
Stun    13000    BM, BW, RW       Paralyzes one foe

Crescent Lake has a lot of goodies and the monsters outside are good
for making money.  Get your Fighter a Mythril Sword, that's all for
weapons.  For armors, Fighter will want Mythril Gloves and Thief a
Buckler.  In the magic department, White Mages will want Invisira
and Protera.  Keep one slot open for Exit after you Class Change
(notice the new sprite of the vendor).  Black Mages will want
Thundaga, Death and Quake(instant death is funny).  Before talking to
the sages, be sure to have 20 Hi-Potions, 20 Ether, 20 Phoenix Downs
and 10 Tents.  On the far east side of town, you'll find 12 sages.
Lukhan is the one in blue, talk to the guy to his right and he'll
give you a Canoe.

=====================================================================
7.5.2. Cavern of Ice
=====================================================================
To find the Cavern of Ice, head north from where you docked your
ship, you should find a river there, "dock" your ship there and you
board your new Canoe.  Follow the river until you see a south/north
break in the path.  Go north and east at the next intersection.
Follow the path and go through the bottom path and head west at the
next intersection (Going south leads to the Whisperwind Cove which
may have guessed, you can't do a thing there).  Follow the path and
you'll reach the Cavern of Ice, use a Cottage before entering and
save on two files as well.

Items obtained                       Equipment obtained
--------------                       ------------------
Ether                                Clothes
Sleeping Bag                         Flame Sword
60284 Gil (total)                    Ice Armor
Levistone                            Mythril Gloves
                                     Ice Shield

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Bloodbones      144     26   12    378    378  Fire, Dia
Cockatrice       50      1    4    200    186  none
Dark Wizard     105     26   40   1095   1095  none
Ghast            56      8   10    117    117  Fire, Dia
Ice Gigas       336     60   16   1752   1752  Fire
Mindflayer      112      1   12    999    822  none
Mummy            80     30   20    300    300  Fire, Dia
Piscodemon       84     30   16    300    276  none
Remorazz        320     73   24   1000   2244  none
Specter         114     40   12    432    432  Fire, Dia
White Dragon    200     53    8   2000   1701  Fire, Lightning
Wight            52     20   12    150    150  Fire, Dia
Winter Wolf      92     25    0    200    402  Fire
Wraith           86     22    4    231    231  Fire, Dia

Those are the monsters you should flee from: Dark Wizard, they got
Scourge, Mindflayer, their physical attack has Death effect and
Cockatrice, they come in big number.

B1:

Follow the path(it's quite long) and take the first set of stairs.

B2:
Circle around to the southern stairs.

B3:
Take the next stairs(why do I even say that?).

B2:
Follow the path into the room, DON'T step on the cracked ice just
now, navigate to the right chest(with an encounter) to net you
CLOTHES(lame).  Make your way to the left chest and pick up a FLAME
SWORD, equip it right away to your Fighter.  Now you can step on the
cracked ice.

B3:
Note: you take damage when you step on ice spikes.

Head south(you have to go through a mandatory encounter with lots of
undeads).  Head west on the ice spikes into a room(there's an
encounter square with White Dragons) for an ICE ARMOR and MYTHRIL
GLOVES.  Go back at the intersection and head south and take the
eastmost path until you reach another treasure room with 7900 GIL,
9900 GIL, 5454 GIL, 5000 GIL, 180 GIL and 12350 GIL(cha-ching).
There's an encounter square betwwen the right-most chests.  Go back
at the last intersection and go east, follow the path to the stairs.

B1:
Go into the room and circle around to the chest containing an ETHER.
Go out of the room and south through the door for 10000 GIL.  Go
around the wall heading southeast and into another room.  Before you
go step on the crack, nab 9500 GIL, a SLEEPING BAG and an ICE SHIELD
from the chests.  You can go step on the crack now.

B2:
The Levistone is dead ahead, but save before getting it because it is
guarded by:

===================================================
Boss: Evil Eye
---------------------------------------------------
HP                   162|Weakness
Attack                30|none
Accuracy              42|
Defense               30|Resistance
Agility                6|Quake
Intelligence          20|
Evasion               12|
Magic Defense         92|
                        |
                        |
Gil                 3225|
EXP                 3225|Treasure
                        |none
===================================================

At first glance, this guy looks like a pushover.  However, he's far
from being harmless.  He can cast Thundara, Gaze(a petrifying version
of it), Hold, Silence(on the whole gang), slow and the two most
dangerous, Kill and Death.  You sould take this guy out as fast as
you can to keep all your guys alive.  He should die easily from the
Flame Sword if you have a high enough level.

Once you kill the big eye, step on the cracked ice.

B3:
Head out of the room, south at the first intersection, take the
eastmost path, south at the intersection and then east at the other
intersection.

B1:  Instead of going southeast, go northeast this time to the stairs
of freedom(you made it out alive).  Now head back to your ship.

=====================================================================
7.5.3. Ryukahn Desert
=====================================================================
Ryukahn Desert is to the south of Crescent Lake, so go there.  You
should see the desert and a river passage to the east.  Go in the
river then walk in the grass.  Enter the desrt, watch the kewl scene
and get your sexy new Airship.

=====================================================================
7.5.4. Gaia
=====================================================================
Gaia lies directly south of where you board the airship.  It's inside
a mountain range.

Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          500                            Hi-Potion        150
Sanctuary    750                            Ether            150
                                            Phoenix Down     500
                                            Tent             160
                                            Cottage         2000

Weapon Shop
Item          Cost    ATK  ACC  Class
---------------------------------------------------------------------
Cat Claws    52000     22   35  Kn, Ni, RW, BW

Armor Shop
Item          Cost    DEF  WGT  Class
---------------------------------------------------------------------
Ruby Armlet  40000     24    1  All
Protect Ring 16000      8    1  All

White Magic - Level 7
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Curaja  30000    WW                  Fully restores one ally's HP
Diaja   30000    WW                  Deals damage to all undead foes

Black Magic - Level 7
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Blizzaga 30000   BM, BW, RW          Deals ice damage to all foes
Break   30000    BW                  Petrifies one foe

White Magic - Level 8
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Holy    40000    WW                Damages all foes with holy light
NulAll  40000    WW                Reduces damage from spells by half
Dispel  40000    WW                Negates one foe's magical defenses

Black Magic - Level 8
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Stop    40000    BW                Stops time and paralyzes all foes
Warp    40000    BW                Banishes foes to another dimension
Kill    40000    BW                Instantly kill one foe

Gaia as really neat stuff at really high price.  The spells here are
not the only spells of each level.  The only spell you can buy for
now is Blizzaga for your Black Mage but chances your level is too low
to buy it.  What you really want is in the Armor Shop.  Get everyone
a Protect Ring, it gives good defense and protects from Death, but
not from Quake or petrification.  If you have the cash, give your
Thief, White Mage and Black Mage a Ruby Armlet.  You may possibly
be broke now, but we'll get treasures quite soon.

=====================================================================
7.5.5. Dragon Caves
=====================================================================
Items obtained
--------------
X-Potion
Dry Ether
Elixir
Gold Needle
Tent
Cottage
19975 Gil(total)

The Dragon Caves are east of Gaia.  You should go through another
continent and then you should see islands with holes, it's the Dragon
Caves.  The bottom hole of the "swamp island" lead to the
Hellfire Chasm, which you can do nothing there.  In the bottom hole
of the island with trees in the center of the island, follow the path
and go in the room.  Meet thy King of Dragons, Bahamut.  He tells you
to return to him with a token of your courage.  We're going to do
that soon enough.  Exit the place and go in the top hole this time.
Talk to the dragons and they'll mention the Citadel of Trials, that's
your next stop, but let's go get some treasures first.

Go in the hole surrounded by trees.  Enter the nearby room for 2000
GIL, 2750 GIL and 1455 GIL.  Go in the room at the west corner and
get 1520 GIL, 2750 GIL, 9500 GIL and an X-Potion.  Leave the place
and go down the top hole of the island with swamps.  Circle around
and go in the room for an ELIXIR, a COTTAGE and 500 GIL.
Now in the hole on the far west island, go down, circle around the
wall and go in the room with chests containing a DRY ETHER and a
GOLD NEEDLE.  Exit the room and head north in the other room for a
TENT.  Now, the time has come to get our token of courage, head back
to the airship.

=====================================================================
7.5.6. The Citadel of Trials
=====================================================================
The Citadel of Trials is east of the Cardian Islands(the islands with
holes).  However, there is no place to land the airship nearby,
follow the path of land and you should find a place to land.  Your
first trial is to reach the citadel.  The monsters around are quite
strong.  The desert is particularly dangerous, if you find a Sand
Worm there, kill it ASAP, it can cast Quake which kill the whole
party instantly and the Protect Rings don't protect from Quake.
Once you reach the citadel, use a tent or cottage and save, enter.

Items obtained                       Equipment obtained
--------------                       ------------------
Cottage                              Gauntlets
8795 Gil(total)                      Healing Staff
Rat's Tail                           Ruby Armlet
                                     Ice Brand
                                     Steel Gloves

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Clay Golem      176     64    7    800   1257  none
Horned Devil     94     10   32    387    387  none
King Mummy      188     43   24   1000    984  Fire, Dia
Medusa           68     20   10    699    699  none
Mindflayer      112      1   12    999    822  none
Minotaur Zombie 224     40   14   1050   1050  Fire, Dia
Mummy            80     30   20    300    300  Fire, Dia
Nightmare       200     30   24    700   1272  Ice
Rakshasa        110     20   30    800    603  none

This place isn't called the Citadel of Trials for nothing.  The
monsters here are tough, you should be particularly careful with
Medusa, they can petrify you so kill them quick or run.

1F:
Talk to the old man and he grants you permission, go to the northwest
corner and walk into the chair, let the trials begin.

2F:
Head south out of the room and you'll see many teleporters.  The
first trial is to get in the teleporters and find your way to the
next floor without losing to any encounters.  The first two
teleporters are easy, you got only one choice.  Now you have two
teleporters, take the bottom one.  Take the only one fourth
teleporter and take the bottom one next.  Take the next one, then the
rightmost one.  Now head east and enter the room to step on an
encounter square with Clay Golem.  Open the chest for Gauntlets*, it
can cast Thundara when used as an item, but I find it rather useless.
Get out and take the leftmost path going down to the final
teleporter.  Take the bottom one and go up the stairs.

3F:
Go north and prepare to fight Nightmares.  The monsters here are
tough, so much for the second trial.  After the fight, open the chest
for a HEALING STAFF, this handy item cast Heal when used as an item.
Now head west(fighting the Nightmares again) and get a RUBY ARMLET,
ICE BRAND(keep the Flame Sword for now, you'll need it) and STEEL
GLOVES.  Now head south and pick up the COTTAGE, 1455 GIL and 7340
GIL.  Head east and get the Rat's Tail from the chest, get in front
of the throne and face:

===================================================
Boss: Dragon Zombie
---------------------------------------------------
HP                   268|Weakness
Attack                56|Fire, Dia
Accuracy              67|
Defense               30|Resistance
Agility               12|Quake           Ice
Intelligence          26|Stone           Paralysis
Evasion               24|Poison          Darkness
Magic Defense        135|Sleep           Silence
                        |Confusion       Mind
                        |Death
Gil                  999|
EXP                 2331|Treasure
                        |Megalixer
===================================================

It is possible to avoid fighting the Dragon Zombie, you have to use
an Emergency Exit that can be won through the 15 Puzzle minigame on
the ship.  Exit would work to, but you need a Wizard to use it.

Anyway, the only thing I think they can do is attack.  Just attack
with your Fighter and Thief, Diaga with White Mage and Firaga with
Black Mage, lame for the final trial.

After you win, step on the throne and exit this place, now you got
to walk all the way back to your airship, this should be the real
final challenge.  Don't forget to equip the Ice Brand to your
Fighter.

=====================================================================
7.5.7. Dragon Caves again
=====================================================================
Return through the bottom hole of the island with trees in the middle
and go talk to Bahamut, he'll acknowledge your strength and courage
and gives you titles befiting you valor, in other words, you Class
Change, Your Fighter is now a Knight, Thief becomes a Ninja,
White Mage a White Wizard and Black Mage a Black Wizard.

=====================================================================
7.5.8. Buffing our Warriors, sorta
=====================================================================
First you should go to Crescent Lake and buy some stuff for your
Ninja.  Give him first the Flame Sword, buy him a Mythril Shield and
Mythril Helm, while you're here, buy Exit for your White Wizard.
Next, go to Gaia and buy the Black Wizard a Cat Claws
Now you should go gain some levels so your Knight and Ninja gets some
MP, level 39 should be enough.  The best place to train and gain
money is still the peninsula of Pravoka.  Once you reach level 39, go
to Cornelia and rest in the inn.  It's time to buy spells for your
Knight and Ninja.  Knight can get Cure, Protect and Blink.  Ninja
will want Fire, Thunder and Sleep.  Now go to Pravoka and give Invis,
Blindna and NulShock to your Knight.  Ninja will benefit from
Blizzard, Temper and Dark.  Now go to Elfheim and give your Knight
Cura and NulBlaze.  Ninja will get Fira, Thundara and Focara.  Ninja
can also get Blizzara, Haste and Confuse.  Now head back to Gaia and
buy Blizzaga and Break for your Black Wizard.  White Wizard will need
Curaja and Diaja.  At level 39, you can use the level 8 spells, but
we don't need them yet, so pass on.  Your team should now be stronger
than ever.  Let's now get back to the main quest.

=====================================================================
7.6. This is gonna be HOT
=====================================================================
With their new powers, the Warriors of Light learned that the defeat
of Lich caught the attention of Marilith, The Fiend of Fire.
Malirith now awakened while she was supposed to sleep for another 200
years, awakening the volcano Mt. Gulg with her.  The Warriors must go
to Mt. Gulg and take down Marilith or else the world will become a
giant BBQ where peoples are the meat.

=====================================================================
7.6.1. Crescent Lake
=====================================================================
You've been there before, just stock up on plenty of Hi-Potions,
Ethers, Phoenix Downs and Tents.  Now you can go get Marilith.

=====================================================================
7.6.2. Crescent Lake area
=====================================================================
Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Anaconda         80     22   10     50    165  none
Ankheg          222     39   20    300   1194  none
Ghast            56      8   10    117    117  Fire, Dia
Gigas Worm       56     17    8     15     63  Fire
Goblin Guard     16      8    6     18     18  none
Hill Gigas      240     38   12    879    879  none
Minotaur        164     22    4    489    489  none
Ogre            100     18   10    195    195  none
Ogre Chief      132     23   14    300    282  none
Scorpion         84     22   10     70    255  none
Tarantula        64      5   12     50    141  none
Troll           184     24   12    621    621  Fire
Warg Wolf        72     14    0     22     93  none
Werewolf         68     14    6     67    135  none
Wolf             20      8    0      6     24  none

With the airship, reaching Mt, Gulg is a snap, but let's do it with
the canoe to fight and gain experience along the way.  Follow the
lake and along the river.  Take the first going west then head north.
At the intersection, go east, then north, west, north and finally,
all the way east.  Rest in a tent or cottage and save on two files.
Let's go in the volcano(hey it rimes).

=====================================================================
7.6.3. Mt. Gulg
=====================================================================
Items obtained                       Equipment obtained
--------------                       ------------------
Hi-Potion                            Mythril Helm x2
Antidote x2                          Great Sword
Gold Needle                          Mythril Gloves
Phoenix Down                         Mythril Shield
Tent                                 Mythril Axe
Cottage                              Flame Shield
30070 Gil(total)                     Ice Brand
                                     Staff
                                     Flame Mail

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Ankheg          222     39   20    300   1194  none
Fire Elemental  276     50   20    800   1620  Ice
Fire Gigas      300     73   20   1506   1506  Ice
Fire Hydra      182     20   14    400   1215  Ice
Fire Lizard     296     31   18   1200   2472  Ice
Gray Ooze        76     30    7     70    255  Lightning
Hellhound       192     30    8    600   1182  Ice
Hill Gigas      240     38   12    879    879  none
Horned Devil     94     10   32    387    387  none
Hyenadon        120     22    4     72    288  none
Lava Worm       280     50   31    400   1671  Ice
Lizard           92     18   12     50    153  none
Minotaur        164     22    4    489    489  none
Ogre Chief      132     23   14    300    282  none
Ogre Mage       144     23   10    723    723  none
Pyrolisk         44     20    4    500    423  Ice
Red Dragon      248     75   30   4000   2904  Ice, Stone, Poison
Scorpion         84     22   10     70    255  none
Sphinx          228     23   12   1160   1600  none

Lava takes one HP each time you take a step on it.  But you can't
encounter monsters on it.

B1:
Head straight west and north to the next floor.  you have to cross
the lava.

B2:
Go in the door, follow the path and take the first path west.  Follow
the path for a MYTHRIL HELM.(an encounter square is south of it).  Go
south and you'll get 1520 GIL.  Backtrack to the Mythril Helm and go
north.  At the split, take the left path for a GREAT SWORD.
Backtrack to the split and take the right path for 4150 GIL.  Keep
following the path until you can't go west anymore, head south then
circle around to get 795 GIL and 750 GIL.  Head southwest all the way
then follow the east path.  You should come to a place with lots of
chest, they contain: MYTHRIL GLOVES, 1760 GIL, MYTHRIL HELM, 1520
GIL, MYTHRIL SHIELD, 1455 GIL, MYTHRIL AXE, HI-POTION, TENT, 1975
GIL, ANTIDOTE and a PHOENIX DOWN.  Backtrack until you see a path
going east, take it and go south all the way.  You come to a door and
back to the lava room, head west and down the stairs.

B3:
It may look complicated, but you just have to head east.

B4:
Head southeast, that's all.

B3:
Go south until you hit a rock, head west until you reach another big
rock, go arond it and go south until you hit the line of rock, head
west to the next floor.

B4:
It is a bit complicated so lissen up.

Take the nearby door for 2750 GIL and a GOLD NEEDLE*.  Go out of the
room and start heading west, on ce you reach an intersection, take
the first door for 1760 GIL.  Once out of the room, follow the
western path and go in another room for 7340 GIL, a FLAME SHIELD,
ICE BRAND* for your Ninja, ANTIDOTE and 880 GIL.  Head back to the
previous intersection and head south.  Take the first door you reach
for 10 GIL and 155 GIL(better than nothing).  Now take the eastern
path for another room with a COTTAGE and 2000 GIL(the Ice Brand could
have been here if you didn't picked it up).  Backtrack to the last
intersection and head south, enter the room for a STAFF and 1250 GIL.
Follow the path south for the stairs.

B5:
The area is divided in a 3x3 grid looking like that:

1  2  3

4  5  6

7  8  9

You start in 5.  3, 6 and 9 would have the Gold Needle if you didn't
take it.  4 contains the FLAME MAIL for your Ninja.  7 has the orb,
heal and save, and talk to it to face:

===================================================
Boss: Marilith
---------------------------------------------------
HP                  1440|Weakness
Attack                40|Paralysis       Darkness
Accuracy              63|Sleep           Silence
Defense               50|Confusion       Mind
Agility               24|
Intelligence          43|Resistance
Evasion               48|Fire            Lightning
Magic Defense        183|Stone           Poison
                        |
                        |
Gil                 3000|
EXP                 2475|Treasure
                        |Golden Apple
===================================================

The strangest part is that even though she's the Fiend of Fire, she
isn't weak against Ice.  She hits hard, so have your White Wizard use
Invisira.  Your Knight should begin by casting NulBlaze.  Your Ninja
should Haste himself and your Black Wizard Haste your Knight.  The
second, White Wizard use Invisira again, your Knight Cura one someone
she may have hit, your Ninja Temper himself if he have enough MP and
your Black Wizard Temper your Knight.  Now have your Knight and Ninja
attack, White Wizard heal and Black Wizard use Blizzaga.

After that, you relight the Fire Crystal and open up the
Hellfire Chasm, step on the teleporter to get out.  Now canoe your
way back to the airship and rest up in Crescent Lake, take also that
time to sell all your junk.

=====================================================================
7.7. Let's have some beer... oxyale
=====================================================================
The Warriors of Light triumphed over Marilith and have lit another
crystal.  But now, they must travel to the northland where the two
remaining Fiend laid waste hundreds of years ago.  They first travel
to Gaia where they learn about a faerie being bottled and sold to a
Caravan.  They travel to the nearby desert and buy the faerie.  They
then travel to Onrac where they learn about a robot who crashed in
the Waterfall Cavern.  Venturing in the cavern, they find the robot
who gives the Warriors a Warp Cube.  The Warriors return to Gaia
where they free the faerie.  The faerie rewards the Warriors with
Oxyale, allowing them to breathe underwater.  Back to Onrac, they
take a submarine leading to the Sunken Shrine.  There they rescue the
mermaids and finds a Rosetta Stone.  At the bottom level of the
shrine, they confront Kraken, Fiend of Water and defeats him.

=====================================================================
7.7.1. Gaia
=====================================================================
You can always refer to the last section about Gaia for the shopping
list.  Take anything that you couldn't get last time.  Don't buy the
level 8 spells now, we'll need money for later.  Now leave the town.

=====================================================================
7.7.2. Caravan
=====================================================================
You need 40000 Gil before you do this.  If you don't have them, fight
to get them.

To reach the Caravan, follow what I say closely.

From Gaia, head east until you reach another continent.  Head south
until you see a desert, the Caravan is there even though you can't
see it.  Land the airship in a tiny green patch southeast of the
desert.  The Caravan is in the separate patch of the desert with a
forest next to it.

Items obtained
--------------
Bottled Faerie

Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          N/A                            Bottled Faerie 40000
Sanctuary    N/A

You got only ONE thing to do, buy that faerie, that guy's hard in
business.  If you talk to him again, he'll have a new selection of
products for sale

Item Shop
Item            Cost
--------------------
Giant's Tonic   1500
Faerie Tonic    1500
Strength Drink  1000
Protect Drink   1000
Speed Drink     1000

All those new items are temporary stat boosters that works only in
battles.  Buy some if you want, I find them useless IMO.  Normally
you're supposed to get back to Gaia, but let's get rid of some things
first shall we.

=====================================================================
7.7.3. Onrac
=====================================================================
To get to Onrac, land your airship south of the lake then head east
to find a town.

Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          300                            Hi-Potion        150
Sanctuary    750                            Ether            150
                                            Remedy          1500
                                            Gold Needle      500
                                            Cottage         2000

White Magic - Level 7
Spell    Cost    Class               Effect
---------------------------------------------------------------------
NulDeath 30000   WM, WW, RW          Enhances party's defense against
                                     death
Healaga 30000    WM, WW              Restores a lot of HP to entire
                                     party

Black Magic - Level 7
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Saber   30000    BM, BW              Raises caster's attack and
                                     accuracy
Blind   30000    BM, BW              Blinds one foe with darkness

If I was to describe Onrac in one word, it would be "hole".  This
place is expensive, have no weapon or armor shop and sell crappy
spells.  White Wizard will get Healaga, the only worthy spell here.
Black Wizard has the choice between having a stronger Temper, but
works only on himself, or blinding one opponent.  Get Saber.
Remedies at the item shop can cure any ailments, so you may sell your
old junk and buy some.  NulDeath will be useful in the Soul of Chaos.

The reason why you're here is cause you'll be back, in the southeast
part of town, you'll see a barrel that has been made into a submarine
(how can the barrel sink in the first place, and resist to the
pressure?).  You need the Oxyale to proceed so leave the town.

=====================================================================
7.7.4. Waterfall Cavern
=====================================================================
To reach the Waterfall Cavern, follow the river in your Canoe and go
straight in the waterfall.

Items obtained                           Equipment obtained
--------------                           ------------------
24480 Gil(total)                         Wizard's Staff
Warp Cube                                Ribbon
                                         Defender

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Clay Golem      176     64    7    800   1257  none
Cockatrice       50      1    4    200    186  none
Green Dragon    354     72   16   5000   4068  Ice
King Mummy      188     43   24   1000    984  Fire, Dia
Mummy            80     30   20    300    300  Fire, Dia
Nightmare       200     30   24    700   1272  Ice
Pyrolisk         44     20    4    500    423  Ice

You got to deal with only one floor.  The Green Dragon is rare, but
powerful.

Head north until you can go west, go west, ignore the south path and
continue.  Once you reach five breaks in your path(counting the one
you took to get there makes five), go northwest and you'll come to
another intersection, head south.  Enter the room(you got an
encounter the moment you enter) and loot the place, you got:
WIZARD'S STAFF, RIBBON(it protects from everything so give it to your
White Wizard), 13450 GIL, 6400 GIL, 5000 GIL and a DEFENDER for your
Knight.  Talk to the robot and he'll give you the Warp Cube, cast
Exit.

=====================================================================
7.7.5. Gaia again
=====================================================================
Items obtained
--------------
Oxyale

The moment you enter Gaia, the faerie will fly off.  Head to the
Sanctuary and go east, you'll come up to a spring.  Talk to the
faerie and she'll give you Oxyale.  Now time to return to Onrac.

=====================================================================
7.7.6. Onrac again
=====================================================================
Before going to the barrel... err, submarine, rest in the Inn.  Talk
to the lady in front of the submarine, she'll ask you to rescue
the mermaids and she'll float and vanish, weird.  Save on two files
and talk to the barrel(why don't they have a real submarine like in
the original on NES instead of that puny barrel) and choose yes.
Watch the scene(ahh, the graphics, so good).

=====================================================================
7.7.7. Sunken Shrine
=====================================================================
Items obtained                        Equipment obtained
--------------                        ------------------
Antidote                              Diamond Armor
99150 Gil(total)                      Light Axe x2
Rosetta Stone                         Mage's Staff
                                      Diamond Armlet
                                      Diamond Shield
                                      Diamond Helm
                                      Diamond Gloves
                                      Giant's Gloves
                                      Ribbon

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Deepeyes        304     30   16   3591   3591  Lightning
Ghost           180     93   30    990    990  Fire, Dia
Sahagin Chief    64     15    8    105    105  Lightning
Sahagin Prince  204     47   20    882    882  Lightning
Sea Scorpion    148     35   18    300    639  Lightning
Sea Snake       224     35   12    600    957  Lightning
Sea Troll       216     40   20    852    852  Lightning
Shark           120     22    0     66    267  Lightning
Water Elemental 300     69   20    800   1962  Ice
Water Naga      356      9    8   2355   2355  Lightning
White Shark     344     50    8    600   2361  Lightning

You have two tasks here.  One, kill Kraken.  Two, find the Rosetta
Stone.  I'll guide you to the Rosetta Stone first, then to Kraken.

F3:
Start going north, when you reach the first intersection, go east
and through the door for 2000 GIL.  Now go all the way west, then
north and in the room to nab 9900 GIL.  Now return to the pillars and
go all the way north.  When you can't go north anymore, head east for
some stairs.

F4:
Head south all the way and west all the way.  Follow the wall to the
north and you'll see a door, nab 20 GIL inside.  Out of the room,
then head northwest, the northeast in the room that houses a DIAMOND
AROMR for your Knight.  Back track to where you got 20 Gil and head
far southwest for a LIGHT AXE.  Get out and head east for another
room with a MAGE'S STAFF.  Continue east for 12350 GIL.  The stairs
are nearby so take them.

F5:
This room is free of monsters, but there's mermaids there, all of
them have something to say.  This place is like a 4x4 grid:

 1  2  3  4
 5  6  7  8
 9 10 11 12
13 14 15 16

You start at 14, there's just the stairs.

Room 10 has 9000 GIL, 1760 GIL and a DIAMOND ARMLET for your White
Wizard.  Head nothwest of room 10 and you'll find a path to the other
rooms.  Room 2 has 2750 GIL, room 3 10000 GIL and 10 GIL, room 7 has
4150 GIL, room 8 holds 5000 GIL, room 15 has an ANTIDOTE and room 16
has a DIAMOND SHIELD for your Knight.  Go northwest of room 1 and
you'll find a path that will take you around the map and to room 4
containing a DIAMOND HELM for your Knight, DIAMONG GLOVES(your Knight
is vulnerable to death without Protect Ring, but keep the gloves,
we'll be able to wear them during the Soul of Chaos) and the Rosetta
Stone.  Now cast Exit and heal at the Inn.  Return to the shrine.

F3:
Go northeast instead of northeast and down the stairs.

F2:
Go a bit west then far north.  Take the stairs at the northeast
corner.

F3:
Take the next stairs.

F4:
Go southeast and take the stairs.

F3:
Go in the room and take 110 GIL and 450 GIL.  Head south to the next
floor.

F2:
Go west until you come across a four way intersection.  Head south
then east in a room for 7690 GIL and 8135 GIL.  Exit the room then go
far west to a room with 5450 GIL, 385 GIL and GIANT'S GLOVES(keep the
gloves whatever you do).  Leave the room and make your way north for
another room containing another LIGHT AXE.  Go all the way east to
again a room with a RIBBON(Black Wizard want it), 9900 GIL, 7340 GIL,
2750 GIL.  Exit the room and go a bit west, then north and west to
the stairs.

1F:
Go north all the way through the door and go west through another
door.  Head south and take the first path heading west.  Follow the
path to a room, head north, west and south through another door.
Follow the path to the last room with the Water Crystal, heal and
save and talk to the orb to fight:

===================================================
Boss: Kraken
---------------------------------------------------
HP                  1800|Weakness
Attack                50|Lightning
Accuracy              93|
Defense               60|
Agility               42|
Intelligence          32|Resistance
Evasion               84|Quake,         Fire
Magic Defense        160|
                        |
                        |
Gil                 5000|
EXP                 4245|Treasure
                        |Kikuichimonji
===================================================

Krakens weak point is Lightning so Thundaga is your friend.  Have
your Knight Blink himself, your Ninja use Haste and your Black Wizard
Haste your Knight, your White Wizard shall use Invisira.  On the
second turn, your Knight shall use the Giant's Gloves to cast Saber,
your White Wizard use Healaga and your Black Wizard Thundaga, your
Ninja will have to use Temper on himself.  Keep attacking with your
Knight and Ninja, White Wizard heal and Black Wizard use Thundaga.

After you turn Kraken into sushi, you will light the Water Crystal
and open the Lifespring Grotto.  Step on the warp.

=====================================================================
7.8. I could fly, so very high, in a Flying Fortress
=====================================================================
Having defeated all but one Fiend and lit three of the Crystals, the
Warriors must now take down Tiamat, Fiend of Wind.  Returning to
Melmond with the Rosetta Stone, the Warriors meet Dr. Unne who, with
the Rosetta Stone, teaches the Warriors the Lufenian language.
Venturing to Lufenia, they learn that Tiamat is in the Flying
Fortress, a mechanical castle up above the clouds.  They obtain the
Chime needed to enter the Mirage Tower, at the top of the tower, they
use The Warp Cube to, well, warp to the Flying Fortress.  At the top,
they confront and defeat Tiamat and light the Wind Crystal.  But is
there anything more dangerous than the Fiend inside the castle ?

=====================================================================
7.8.1. Gaia one last time
=====================================================================
The only reason we're back here is to buy your level 8 spells.
White Wizard will get Holy and NulAll.  Black Wizard will take Kill
and Warp.  Now leave the place, the best level 8 spells are going to
be ours soon.

=====================================================================
7.8.2. Melmond revisited
=====================================================================
In the northeast corner of Melmond, talk to Dr. Unne.  He'll take the
Rosetta Stone and teach you the Lufenian.  Now that you know how to
speak Lufenian, let's go to Lufenia(simply logical).

=====================================================================
7.8.3. Lufenia area
=====================================================================
To reach Lufenia, go to Gaia.  Now head south and you should see a
lake, land the airship on the northwest patch of land, this is the
closest you may be.

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Allosaurus      480     65   10    502   3387  none
Baretta         256     60   38    300   1428  none
Desert Baretta  352     98   48      1   2610  none
Hill Gigas      240     38   12    879    879  none
Minotaur Zombie 224     40   14   1050   1050  Fire, Dia
Sand Worm       200     46   14    900   2683  none
Troll           184     24   12    621    621  Fire
Tyrannosaur     600    115   10    600   7200  none
Winter Wolf      92     25    0    200    402  Fire
Wyvern          212     30   12     50   1173  none

None of the encounters are especially tough, the Sand Worms are still
dangerous as only your Wizards are now immune to Quake thanks to the
ribbon.  The one that may be trouble is the Tyrannosaur, you only
need to look at its attack to understand, but he's quite rare.  The
monsters also include the ones in the desert with the Mirage Tower so
don't expect to run into Desert Baretta in a forest.

Lufenia is far south of where you landed your airship, there's no Inn
in Lufenia so use a Cottage if you're worn out along the way.

=====================================================================
7.8.4. Lufenia
=====================================================================
Items obtained
--------------
Chime

Shops:

Inn/Sanctuary                               Item Shop
Building    Cost                            Item            Cost
----------------                            --------------------
Inn          N/A                            N/A
Sanctuary    N/A

White Magic - Level 8
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Full-Life 40000  WW                  Revives one ally and fully
                                     restores HP

Black Magic - Level 8
Spell    Cost    Class               Effect
---------------------------------------------------------------------
Flare   40000    BW                  Blast all foes with light and
                                     heat

The BEST spells are here, so I hope you have the cash(they are almost
mandatory for Soul of Chaos bosses).  To reach the shop, go northeast
and you should see an opening, go straight east and you'll find the
shop.  If you talk to the first Lufenian from the entrance, he'll
mention Cid(yes, he's mentioned in this remake).  You need to pick
the Chime the Lufenian east of the entrance has.

=====================================================================
7.8.5. Mirage Tower
=====================================================================
Return to your airship and head west in the desert, then go south and
land in the patch of land south of the desert.  Walk in and try to
smack the middle of the desert, you can always use your map if you
get lost.  Once you find the tower, rest in a Cottage and save.

Items obtained                        Equipment obtained
--------------                        ------------------
Tent                                  Aegis Shield
Cottage                               Healing Helm
83945 Gil(total)                      Vorpal Sword
                                      Thor's Hammer
                                      Sun Blade
                                      Dragon Mail

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Black Knight    260     44   38   1800   1263  none
Chimera         300     30   20   2500   2064  Ice
Cockatrice       50      1    4    200    186  none
Guardian        200     25   40    400   1224  Lightning
Hellhound       192     30    8    600   1182  Ice
King Mummy      188     43   24   1000    984  Fire, Dia
Medusa           68     20   10    699    699  none
Mummy            80     30   20    300    300  Fire, Dia
Nightmare       200     30   24    700   1272  Ice
Pyrolisk         44     20    4    500    423  Ice
Sabertooth      200     24    8    500    843  none
Vampire         280     76   26   2000   1200  Fire, Dia
Weretiger       160     30   16    780    780  none
Wyrm            260     40   22    502   1218  none
Wyvern          212     30   12     50   1173  none

There's no break between the Mirage Tower and the Flying Fortress so
make sure you are prepared.  Be sure you have a few Cottages in case
you must warp out.  The tower is like a clock so for F2, I'll refer
to positions on the clock.

F1:
To reach the stairs, all you need to do is go through the door and go
through the other west door.  But let's get treasure first.  Head
north through the door and you'll come to treasures, they include:
800 GIL, TENT, AEGIS SHIELD(give it to you Knight so he don't fear
petrification), 2750 GIL, 3400 GIL, HEALING HELM(keep it, it cast
Heal when used as an item), 18010 GIL and a VORPAL SWORD.  Now head
to the second floor.

F2:
You start at 6 o'clock, your goal is at 12 o'clock.  Go counter
clockwise, passing the stairs until you reach 10 o'clock.  You have
the choice between going straight to the stairs, or get the
treasures.  Treasures of course, so follow the path going south and
take the first opening to the east.  Keep going and you'll see a
door, take it and get the following: 1300 GIL, 12350 GIL, THOR'S
HAMMER(about darn time you upgrade your White Wizard's hammer), 7900
GIL, 8135 GIL, COTTAGE, 7600 GIL, SUN BLADE for your Knight(give the
Defender to your Ninja), 10000 GIL and a DRAGON MAIL for your Knight.
After you're done looting, take the stairs.

F3:
Circle around and enter the room for:

===================================================
Mini Boss: Blue Dragon
---------------------------------------------------
HP                   454|Weakness
Attack                92|none
Accuracy              86|
Defense               20|Resistance
Agility               48|Quake           Lightning
Intelligence          28|
Evasion               96|
Magic Defense        200|
                        |
Gil                 2000|
EXP                 3274|Treasure
                        |None
===================================================

No real strategy unless you're low leveled.  Simply attack with your
main fighters and he'll go down.

Before you step on the pad, heal and save on two files as usual, step
on it to reach the Flying Fortress.

=====================================================================
7.8.6. Flying Fortress
=====================================================================
You don't need to find the Flying Fortress, you warp directly to it
from the Mirage Tower.

Items obtained                          Equipment obtained
--------------                          ------------------
Potion x2                               Protect Ring x2
Gold Needle x2                          Healing Helm
Cottage                                 Razer
93685 Gil(total)                        Diamond Gloves
Adamantite                              Ribbon
                                        Diamond Shield
                                        White Robe
                                        Black Robe
                                        Protect Cloak
                                        Clothes
                                        Sasuke's Blade

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
---------------------------------------------------------------------
Air Elemental   358     43    4    807   1614  none
Black Flan      156     49  255    900   1101  Fire
Black Knight    260     44   38   1800   1263  none
Chimera         300     30   20   2500   2064  Ice
Clay Golem      176     64    7    800   1257  none
Dark Fighter    200     40   38   3420   3420  none
Death Knight    190     55   32   3000   2700  none
Earth Medusa     96     11   12   1218   1218  Fire
Evil Eye        162     30   30   3225   3225  none
Fire Hydra      182     20   14    400   1215  Ice
Guardian        200     25   40    400   1224  Lightning
Manticore       164     22    8    650   1317  none
Medusa           68     20   10    699    699  none
Mindflayer      112      1   12    999    822  none
Neochu          344     35   32    500   3189  none
Nightmare       200     30   24    700   1272  Ice
Rakshasa        110     20   30    800    603  none
Soldier         400    102   48   2000   4000  Lightning
Spirit Naga     420      7   16   4000   3489  none
Stone Golem     200     70   16   1000   2385  none
Vampire Lord    300     90   28   3000   2385  Fire Dia

You have quite a few encounters to find to complete your Bestiary.
I will guide you to all the treasures.

F1:
You start in the middle of the area, go east to find a room with 5000
GIL, a PROTECT RING, 6720 GIL, a HEALING HELM and 180 GIL.  Return to
where you started and go south for another room with a RAZER(it casts
Scourge when used as an item, IMO, I find it useless).  Return to the
middle area again and head west for a room with 9900 GIL, a POTION,
4150 GIL and 7900 GIL.  Go back to the middle again and go north to
reach the next floor.

F2:
Head south until you reach a big crossroad.  We'll call it the Hub.
From the Hub, head northeast for DIAMOND GLOVES, return to the Hub.
Go east for a DIAMOND SHIELD and a RIBBON(Ninja get the Ribbon).
Back to the Hub, go southeast for a WHITE ROBE and a BLACK ROBE(White
Robe cast Invisira when used as an item so keep it).  From the Hub,
go southwest and nab the Adamantite(it will serve you well soon
enough).  Head back to the Hub and go west and get 880 GIL and 13000
GIL.  Northwest of the Hub, there is a MYTHRIL HELM and a COTTAGE.
The exit is south of the HUB.

F3:
Not far from where you start, there's a robot and a globe.  If you
talk to the globe, it will say that the forces of the four Altars
converges at the Chaos Shrine, to proove it, draw a line from Onrac
to Mt. Gulg and a line from the Mirage Tower to the Cavern of Earth
and they'll cross at the Chaos Shrine.  Surprised that your adventure
will finish where it started?

Whatever, go far east and you'll come to a room with a PROTECT CLOAK
(For Black Wizard), CLOTHES, 6400 GIL, GOLD NEEDLE, 9500 GIL and 8135
GIL.  From where you started, go north to get a POTION, 9000 GIL, a
PROTECT RING and 5450 GIL.  Backtrack to where you started and head
west, into a room for a GOLD NEEDLE, 4150 GIL, 3400 GIL and SASUKE'S
BLADE(Ninja want it).  Take the nearby exit.

F4:
Follow my instructions really carefully.  Go west and stop when it's
the SECOND time you see a path north and south, go north until you
reach the next area.

F5:
It's a straight line to Tiamat, however, you have an extremely rare
chance to meet:

===================================================
Boss: Death Machine
---------------------------------------------------
HP                  2000|Weakness
Attack               128|none
Accuracy             200|
Defense               80|
Agility               48|
Intelligence          50|Resistance
Evasion               96|Quake,         Fire
Magic Defense        200|Lightning,     Ice
                        |Poison,        Darkness
                        |Sleep,         Silence
Gil                32000|Confusion,     Mind
EXP                32000|Death
                        |
                        |Treasure
                        |Genji Armor
===================================================

Veterans may recall Death Machine better if I call him WarMech.  Yes,
he's still there and he's tougher.  There's a few things you should
know about Death Machine.

1. He's deadly powerful - A single attack from him is strong enough
to kill a weaker Wizard IN ONE HIT.

2. Most of the time, you do not find Death Machine, Death Machine
finds YOU - He very often get to attack first or even ambush you.

3. Nuke is the enemy - He's got that attack that hit everyone for
about 300-400 HP and he likes to cast it over and over.

4. He's extremely rare - You have about a 1/64 chance of finding him,
making him perhaps the rarest encounter of the game.  If you want to
complete the Bestiary, prepare to spend hours looking for him.

If you get to meet him, you better be high leveled(level 50 at least)
if you want to hope surviving him.  Begin with your Knight casting
Blink, your Ninja use Defender for another Blink, your White Wizard
cast Invisira and your Black Wizard use White Robe for another
Invisira.  Repeat until you have very high evasion(he's deadly
accurate).  Have your Knigh use Giant's Gloves, your Ninja Haste
himself, your White Wizard use Protera and your Black Wizard
Haste your Knight.  On the next round, have the Knight use Giant's
Gloves again, your Ninja cast Temper on himself, White Wizard always
cast Healaga and Black Wizard Temper your Ninja.  Now have your
Knight and Ninja attack, your White Wizard is still on healing duty
and your Black Wizard cast Flare.

With a little luck, you should win.  Fights with Death Machine can
turn into pure desperation as your guys fall one by one.  I always
wait until I have the Ultima Weapon before adding him to my Bestiary.

If you manage to reach the other end of the bridge, heal and save,
talk to the orb and face:

===================================================
Boss: Tiamat
---------------------------------------------------
HP                  2400|Weakness
Attack                53|Stone,         Poison
Accuracy              80|
Defense               80|
Agility               36|
Intelligence          45|Resistance
Evasion               72|Quake,         Fire
Magic Defense        200|Lightning      Ice
                        |
                        |
Gil                 6000|
EXP                 5496|Treasure
                        |none
===================================================

If you managed to kill Death Machine(if you found him in the first
place) then Tiamat should be a simple formality for you, or maybe
not.  Have your Knight and White Wizard use their Nul spells since
she havs a nice array of elemental spells.  Tiamat seems to follow a
pattern when casting her spells, it's like Thunderbolt, Poison Gas,
Icestorm, Blaze then Thunderbolt again.  On the second turn, your
Knight should use Giant's Gloves, your Ninja Temper on himself, your
White Wizard cast NulFrost and your Black Wizard cast Flare.  Now
have your fighters attack, White Wizard cast Holy and Black Wizard
cast Flare.  Repeat and Tiamat will die.

After you kill Tiamat, you will light the Wind Crystal and open the
Whisperwind Cove.  You have lit all the Crystals and killed all four
Fiends.  But where did the Fiends come from ?  Step on th teleporter.

=====================================================================
7.9. Back to the Past
=====================================================================
The Warriors of Light triumphed over the Four Fiend and brought light
back to the Four Crystals.  But their journey is not over, they go
visit the sages again at Crescent Lake and they tells them that the
real cause of the darkness lies in the Chaos Shrine 2000 years in the
past.  The Warriors travel back to the Chaos Shrine and travel 2000
years in the past.  They confront the cause of the darkness and bring
peace back to the world.

=====================================================================
7.9.1. Crescent Lake revisited
=====================================================================
Return to Crescent Lake and go visit the sages again.  They will tell
you about everything you should know so I won't spoil it there.  Sell
all your junk but keep the following: Healing Staff, Giant's Gloves,
White Robe, both Healing Helm, Defender since it cast Blink
as an item and Black Robe since you sell for one Gil and having anyone
cast Blizzara can help in some way.  Rest at the Inn and be ready for
next part.

=====================================================================
7.9.2. Buffing our Warriors, a lot
=====================================================================
Equipment obtained
------------------
Excalibur

First, travel to Mt. Duergar and talk to Smyth, he'll take the
Adamantite to forges you the Excalibur(give it to your Knight right
away).  Now go buy anything that you need, you'll need 99 Hi-Potions,
Ethers, Phoenix Downs and Remedies.  You can buy all that at Onrac.
Cottages are not necessary, but buy some for the Soul of Chaos
Dungeons.

Also, train your guys to a high level, maybe level 40 at least.  When
you are ready, rest in Cornelia and take your Airship to the Chaos
Shrine.

=====================================================================
7.9.3. Chaos Shrine revisited
=====================================================================
Go into the room where you fought Garland back in the beginning.  If
you talk to any of the bats, they'll TALK O_o.  They are the Sky
People who were turned to bats by the Fiends.  Anyway talk to the
black orb and a passageway will open.  Save on two files and step in
to reach the final dungeon.

=====================================================================
7.9.4. Temple of Chaos
=====================================================================
I know it's still called Chaos Shrine, but I'll refer to the past
version as the Temple of Chaos.

Items obtained                           Equipment obtained
--------------                           ------------------
Dry Ether                                Protect Ring
Elixir                                   Sasuke's Blade
Megalixir                                Protect Cloak
                                         Masamune

Random Encounters
Monster          HP    ATK  DEF    Gil    EXP  Weakness
----------------------------------------------------------------------
Air Elemental   358     43    4    807   1614  none
Basilisk        196     30   20    658   1977  none
Black Knight    260     44   38   1800   1263  none
Chimera         300     30   20   2500   2064  Ice
Clay Golem      176     64    7    800   1257  none
Dark Fighter    200     40   38   3420   3420  none
Dark Wizard     105     26   40   1095   1095  none
Death Eye       360    120   60      1      1  Fire, Dia
Death Knight    190     55   32   3000   2700  none
Dragon Zombie   268     56   30    999   2331  Fire, Dia
Earth Elemental 288     66   20    768   1539  Fire
Earth Medusa     96     11   12   1218   1218  Fire
Fire Elemental  276     50   20    800   1620  Ice
Fire Gigas      300     73   20   1506   1506  Ice
Fire Lizard     296     31   18   1200   2472  Ice
Green Dragon    354     72   16   5000   4068  Ice
Ice Gigas       336     60   16   1752   1752  Fire
Iron Golem      304     93  100   3000   6717  none
Lava Worm       280     50   31    400   1671  Ice
Mindflayer      112      1   12    999    822  none
Nightmare       200     30   24    700   1272  Ice
Purple Worm     448     65   10   1000   4344  none
Red Dragon      248     75   30   4000   2904  Ice, Stone, Poison
Rhyos           350     40   18   5000   4584  Ice
Sahagin Prince  204     47   20    882    882  Lightning
Sea Scorpion    148     35   18    300    639  Lightning
Sea Snake       224     35   12    600    957  Lightning
Sea Troll       216     40   20    852    852  Lightning
Stone Golem     200     70   16   1000   2385  none
Vampire         280     76   26   2000   1200  Fire, Dia
Vampire Lord    300     90   28   3000   2385  Fire Dia
Water Elemental 300     69   20    800   1962  Ice
Water Naga      356      9    8   2355   2355  Lightning
White Dragon    200     53    8   2000   1701  Fire, Lightning
White Shark     344     50    8    600   2361  Lightning
Winter Wolf      92     25    0    200    402  Fire

You got a nice bunch of monsters to keep you company.  There's a few
things you should know, conserve your MP, even with 99 Ethers you can
burn them up easily since they only heal 50 MP.  Try to use your
Healing Staff and Healing Helms to heal.  They also conserve
Hi-Potions.  Most enemies here are weak to an element, but unless you
are fighting a bunch of them, you won't need to use your spells.

Now for the Walkthrough.

F1:
Head south all the way then east, the stairs are at the southeast
corner.

F2:
Take the stairs to the east.

F3:
The Green Dragons on this floor are very good for leveling up.
Anyway, head all the way south then head east to the center of the
floor(where pillars are lined in a vertical line).  Enter the door
and you'll face:

===================================================
Mini Boss: Death Eye
---------------------------------------------------
HP                   360|Weakness
Attack               120|Fire,        Dia
Accuracy             150|
Defense               60|Resistance
Agility               12|Quake,       Ice
Intelligence          35|Stone        Paralysis
Evasion               24|Poison       Darkness
Magic Defense        160|Sleep        Silence
                        |Confusion    Mind
                        |Death
Gil                    1|
EXP                    1|Treasure
                        |Elixer
===================================================

Kill it as fast as you can cuz it casts really nasty spells.

Once it's dead, open the chests for a DRY ETHER and an ELIXIR in the
northeast and northwest corner.  Get in front of the tablet and talk
to it.  You'll use the Lute and a ladder will appear, move on.

F2:
Go all the way south then west.  When you can't go west anymore, head
north to find the stairs.

F1:
Go all the way west then north a bit for the stairs.

B1:
You are in the southwest corner,  you must get to the southeast
corner.  This is not a straight line, circle around to the northwest
corner, then the northeast and finally the southeast corner.  Before
you approache the stairs, heal and save, approache them and you'll
face:

===================================================
Boss: Lich
---------------------------------------------------
HP                  2800|Weakness
Attack                50|Dia
Accuracy              64|
Defense               80|Resistance
Agility               24|Ice
Intelligence          34|Stone           Paralysis
Evasion               48|Poison          Darkness
Magic Defense        140|Sleep           Silence
                        |Confusion       Mind
                        |Death
Gil                    1|
EXP                 2200|Treasure
                        |none
===================================================

Lich has a new array of deadly spells, they include Flare, Warp, Stop
and Kill.  Since you have Protect Rings, Kill is ineffective, Warp
and Stop may be a problem for your Knight since he has no Ribbon.
This makes Flare the only real threat here.

Have your Knight start with Giant's Gloves, your Ninja shall Haste
himself, your White Wizard open with Diaja and your Black Wizard
Haste your Knight.  On the second turn, have your Knight cast Blink,
Your Ninja Temper himself, your White Wizard use Healaga if Lich used
Flare, if not, Holy and your Black Wizard Temper your Ninja.  Now
have your fighters attack, your White Wizard use Healaga or Holy and
your Black Wizard use Flare, Lich should die shortly.

After you win, go down the stairs, if you step out, you'll have to
kill Lich again.

B2:
Follow the path west and continue between the pillars then north to a
door.  Follow the path and go east at the intersection.  At the other
intersection, go south and go west between the pillars.  Don't go to
the stairs yet, go south for two doors, the left door houses a
PROTECT RING and SASUKE'S BLADE(waaaaaay down the path).  Take the
right door for a PROTECT CLOAK for your White Wizard and a MEGALIXIR
down the path(not as long as for Sasuke's Blade).  Go back to the
stairs, heal and save, approache them for:

===================================================
Boss: Marilith
---------------------------------------------------
HP                  3200|Weakness
Attack                60|none
Accuracy              63|
Defense               80|
Agility               30|
Intelligence          41|Resistance
Evasion               60|Fire            Lightning
Magic Defense        183|Stone           Poison
                        |Ice
                        |
Gil                    1|
EXP                 2000|Treasure
                        |None
===================================================

Marilith too has some new spells, they include Firaga, Death and
Stun.  Death is useless with the Protect Rings and Stun is unlikely
to work, only Firaga is dangerous here, but Healaga nullify this well
enough.

Begin by having your Knight Cast Blink, your Ninja should Haste
himself, your White Wizard cast NulBlaze and your Black Wizard Haste
the Knight.  Next turn, your Knight will use Giant's Gloves, your
Ninja Temper himself, your White Wizard Healaga and you Black Wizard
Temper the Ninja.  Third turn, your fighters attack, your White
Wizard heal and your Black Wizard cast Flare.  Repeat until Marilith
dies.

After she bites the dust, go down the stairs.

B3:
It's a bit confusing so lissen up.

Head south into the door, then east through the other door.  Go south
in the big room to the west and follow the path the other door.  Go
east a bit and north in another room, take the first door you see and
go all the way south.  Heal and save and take the path east to fight:

===================================================
Boss: Kraken
---------------------------------------------------
HP                  3600|Weakness
Attack                60|none
Accuracy             114|
Defense               80|
Agility               49|
Intelligence          41|Resistance
Evasion               98|Quake,         Fire
Magic Defense        200|
                        |
                        |
Gil                    1|
EXP                 2000|Treasure
                        |Eye Drops
===================================================

Kraken did not change much, he's now got Thundara which can be
nullified with NulShock.  You know the routine, Knight begin by
casting NulShock, Ninja Haste on himself, White Wizard go with
Invisira and Black Wizard Haste the Knight.  Next, the Knight uses
Giant's Gloves, Ninja Temper on himself, White Wizard heal and Black
Wizard Temper the Ninja.  You know what to do, attack with your
fighters, White Wizard heal and Black Wizard cast Flare.  This fight
should be over soon.

When you win, take the stairs.

B4:
You can take the north path and go east to face Tiamat, but we'll
first go get a new, powerful weapon.  Go south all the way and head
southeast all the way to reach a room in the far southeast corner.
Go in and get the MASAMUNE from the chest(give it to your Ninja).
Head back to the northeast corner and go east, heal and save and
prepare to face:

===================================================
Boss: Tiamat
---------------------------------------------------
HP                  5500|Weakness
Attack                75|none
Accuracy              85|
Defense               90|
Agility               45|
Intelligence          38|Resistance
Evasion               90|Quake,         Fire
Magic Defense        200|Lightning      Ice
                        |
                        |
Gil                    1|
EXP                 2000|Treasure
                        |Rune Staff
===================================================

Tiamat has some new spells: Scourge(useless with your Protect Ring),
Fira, Thundara and Blizzara.  Start with your Knight using Giant's
Gloves, Ninja Haste himself, White Wizard cast Healaga and your Black
Wizard Haste you Knight.  Next, your Knight should Attack, your Ninja
will use Giant's Gloves, your White Wizard is stuck to healing duty
and your Black Wizard pelt Tiamat with Flare.  Now have your fighters
attack, your White Wizard heal and Black Wizard Flare.  Tiamat should
die after a few turns.

After you killed all four Fiends, go far east to the stairs.

B5:
There's no enemy there, take this time to heal and restore all your
MP.  Circle around the floor and enter the room.  Heal and save on
two files.  Talk to the dude and you'll face:

===================================================
Boss: Chaos
---------------------------------------------------
HP                 20000|Weakness
Attack               170|none
Accuracy             200|
Defense              100|
Agility               50|
Intelligence          40|Resistance
Evasion              100|Quake,         Fire
Magic Defense        200|Lightning,     Ice
                        |Time,          Stone
                        |Paralysis,     Poison
                        |Darkness,      Sleep
                        |Silence,       Confusion
                        |Mind,          Death
Gil                    0|
EXP                    0|Treasure
                        |none
===================================================

Chaos got some many nasty spells like Firaga, Blizzaga, Thundaga,
Slowra, Flare, Quake, Haste and Curaja.  I think he can also uses
Blaze(extreme fire damage), Tsunami(extreme water damage) and Cyclone
(extreme wind damage).  Quake is devastating to your Knight so if he
falls to it, have your White Wizard use Full-Life on him.  Begin by
having your Knight cast Blink, then your Ninja uses Defender, your
White Wizard will have to cast NulAll on everyone so she'll do that
for four turns and your Black Wizard use White Robe.  Next turn, your
Knight will cast Blink, your Ninja use Defender again and your
Black Wizard use White Robe.  Third turn, your Knight use
Invis on White Wizard, Ninja uses White Robe and Black Wizard use
Defender.  Fourth turn, Knight cast Blink again, Ninja use White Robe
and Black Wizard use Defender again.  Begin the Fifth round by having
the Knight use Megalixir, Ninja should Haste himself, White Wizard
will use Healaga for the whole battle and Black wizard Haste the
Knight.  On the next turn, Knight use Giant's Gloves, Ninja Temper
himself and Black Wizard Temper Ninja as well.  NOW, have your Knight
and Ninja attack, White Wizard always use Healaga and Black Wizard
pelt him with Flare.

Eventually, you should win.  Enjoy watching Chaos disintegrate.

=====================================================================
7.9.5. Epilogue
=====================================================================
The time loop was severed at last...

The endless struggle that raged over
two thousand years has ended, and
peace prevailed once more.


The light of the four Crystals
restored the forces of wind, water,
earth, and fire.


It was a mere trick of fate
that had given rise to the
chain of Garland's wrath.


But magnified by the four forces
meant to guide our world,
the trick of fate also gave birth
to the Fiends.


Monsters ran rampant and the world
sank into darkness...


But that is now past.

With the four forces flowing
as they were meant,
the Warriors prepared to cross
time and return to the world they
knew-a world where Princess Sarah,
Queen Jayne and even Garland
himself await.


When was this fateful day
that sent time spiraling
into a loop?


None can say.

It seemed the cycle into which
time had fallen would last forever.


But the bravery of four young
travelers changed that.  They took
the forces that filled the world with
darkness, and used them to
Bathe the world in light.


None will ever recall
the struggle the four endured,
for the breaking of the chain
means that it never existed.


But within the tales of fantasy
that people tell, the memory
of their deeds lives on...


Tales of dwarves and elves,
of dragons and shining civilizations
that reached for the heavens even
as they fell.


And now their return is upon us.

With the memory of their struggle
buried deep in their hearts, they
will quietly watch over our world.


Remember always that the forces
of the world must be used as
they were intended-that the
power of light must never be
used for dark, an that the true
Crystals reside in your heart.


For you are the warrior who
crossed time.


You are the bringer of light...

Then watch the credits.  Press A when THE END appear and they'll give
you the option to start a new game with your Bestiary intact.  This,
is the only way to have Chaos in the Bestiary.

=====================================================================
8. Soul of Chaos Dungeons
=====================================================================
The Soul of Chaos Dungeons are four extra dungeons found only in
this version of FF1.  They are treated separately because they have
nothing to do in the main game.  However, the equipment and items
found in a Soul of Chaos are are among the best you can find in the
game.  The Soul of Chaos Dungeons are the Earthgift Shrine, the
Hellfire Chasm, the Lifespring Grotto and the Whisperwind Cove.  What
Makes FF1 Dawn of Souls innovative are the Soul of Chaos Dungeons.
And here's why:  The dungeons each as a different floor, however,
they also have different "areas" for each floors.  Each area is
randomly chosen for each floor.  For exemple, the Earthgift Shrine
has 5 floors, on your first trip there, the area Ur Cave 1 may be on
the first floor, but on a second trip, Ur Cave 1 may be on floor 3
instead.

This is where it gets complicated, each floor have a different number
of chests ranging from 0 to 10, but depending of the depth of the
floor, some chests will randomly be removed.  The chests are also in
order.  I invite you to read Tfergusson Guide about the Soul of Chaos
for having things clearer.

Another unique aspect of the Soul of Chaos Dungeons is that at some
floors of the dungeon, you will face a boss from a previous Final
Fantasy game.  Each are very powerful and can gives great rewards.
Each dungeon has four bosses and in order to meet them all, you will
have to make multiple trips in the dungeon(the only exception is the
Whisperwind Cove where only one trip is required).  You have to make
four trips in the Earthgift Shrine to meet them all, and two trips in
both the Hellfire Chasm and Lifespring Grotto.

Also, the random encounters are monsters that are never found in the
main quest, and only on special occasions will a "main game monster"
appear in a Soul of Chaos, those monsters are among the dealiest of
the game(not counting Death Machine).  But heres another
particularity that I learned thanks to Action.

Inside a Soul of Chaos, YOU WILL NEVER DIE.  Not because you'll have
me, but also because of this:  If you ever take a huge beating from
one encounter, meet monsters again, forgot to heal and kills you, you
will start outside the dungeon with all your guys with 1 HP and it
won't count as a Game Over.  It's probably because of the randomness
factor of the dungeons that it works like that.  Dying anywhere else
count will count as a Game Over.  If you want to complete your
Bestiary, you'll have no choice but to complete the Soul of Chaos
dungeons.

Also, Teleport and Exit don't work in the Soul of Chaos Dungeons so
bring plenty of Potions AND Hi-Potions.

=====================================================================
8.1. Earthgift Shrine
=====================================================================
(Coming Soon)

=====================================================================
8.2. Hellfire Chasm
=====================================================================
(Coming Soon)

=====================================================================
8.3. Lifespring Grotto
=====================================================================
(Coming Soon)

=====================================================================
8.4. Whisperwind Cove
=====================================================================
(Coming Soon)

=====================================================================
9. Frequently Asked Questions
=====================================================================
Those are questions commonly asked about this game.  Those comes from
the Message Board but I'll give you my personnal answer about them.

Q. How do I access the Map?

A. Very easy, hold on the B button and press Selcet.  It's very
useful for finding towns that you already visited.  You can do this
anytime during the game as long as you're on the overworld.
---------------------------------------------------------------------

Q. What is the Class Change?

A. The Class Change is a side-quest you can take the moment you got
access to the airship.  It is completely optional, but is highly
recommended since your guys will be much more powerful.  You can
start the quest the moment you get the Canoe.  The lowest possible
level to Class Change all your guys is 11.  You can't get lower than
that with your four guys alive all the time.  When the quest is done,
your guys get new sprites, can equip more stuff and learn more spells
(except Master who never learn spells).
---------------------------------------------------------------------

Q. How do I Class Change?

A. There are two requirments to Class Change, one, Lich must be dead.
Two, you need the Canoe.  You need to have killed Lich to get the
Canoe, you also need your ship.

1.  Get the Canoe at Crescent Lake by talking to the sages(I beat all
of them at being a sage, and this guide prooves it).

2. Go to the Ice Cavern(dock your ship to the river north of the dock
and follow the river) and pick the Levistone inside.

3. Go to the desert south of Crescent Lake(you'll need the Canoe AND
Ship to enter) and enter the desert.  Watch the scene and board your
new airship.

4. Look at your map, see those many little yellow dots close to each
other, that's the Dragon Caves, land your Airship on the continent
east of them and walk all the way to the Citadel of Trials.

5. Complete the Citadel of Trials and pick up the Rat Tail.

6. Land the airship on the island with 2 holes and trees.  Inside one
of the holes you'll find Bahamut, King of Dragons.  Talk to him when
you have the Rat Tail and he'll Class Change your guys.
---------------------------------------------------------------------

Q. What are the benefits of the Class Change?

A. Each class has is own benefits, here's with each Class.

Fighter(My way of saying Warrior)->Knight: Knights can cast level 1
to 3 White Magic, they also gain MP when they level up.

Thief->Ninja: Ninjas can cast level 1 to 4 Black Magic(including the
always useful Haste and Temper), they also gain MP when they level
up.

Monk->Master: Master gains some MDEF, but he'll never max it out even
if you KO your monk right at the game start and keep him like that
until you Class Change.  But every bit of MDEF he gains is helpful.

White Mage->White Wizard: White Wizard can cast all spells of White
Magic(but is still limited to three spells per level of magic) as
long as his level supports it.  Curaja, Healaga and Holy will be very
useful.

Black Mage->Black Wizard: Black Wizard can cast all spells of Black
Magic(but is still limited to three spells per level of magic) as long
as his level supports it.  Flare will be your favorite attack spell
and Saber can turn your Black Wizard into a decent fighter.

Red Mage->Red Wizard: Red Wizard can learn more spells.  The extra
spells in White Magic are Blink, Vox, Life, Exit Protera, Invisira
and NulDeath.  Extra spells in Black Magic are Scourge, Teleport,
Thundaga and Blizzaga.
---------------------------------------------------------------------

Q. How come my Monk isn't doing any damage?

A. In reality, the Monk/Master sucks with weapons.  Always make fight
bare handed for maximum damage.
---------------------------------------------------------------------

Q. How come my Monk's DEF drop when I put an armor on him?

A. It's because the Monk works on his own mechanics.  His STA is
everything to him.  Take off the armor, the only piece of armor he
really need is the Ribbon for prtection against everything.
---------------------------------------------------------------------

Q. What's the Ship game?

A. When you are on your ship(not the AIRship), Hold down the A button
and keep tapping the B button and you'll play the 15 Puzzle.  You got
to align the blocks with a number to the correct spot.  If the block
is red, it's in the correct spot.  Move the block to an empty slot by
pressing A when the crosschair his on it.  Move the crosschair with
the D-pad, pause with start, exit with B.  If you solve the pzzle
fast enough, you get two items.  Depending on how fast you did, you
can get better items.  You can't obtain those items in the main game.
the puzzle is really hard.
---------------------------------------------------------------------

Q. Is the White Mage really female?

A. It is widely debated since it's graphic update in FF Origins and
later Dawn of Souls.

In the day of the NES, it was more like a male, when you Class
Changed it, you could see it was clearly a male.  But it's overworld
sprite when Class Changed was more feminine to me.  In Dawn of Souls,
it looks quite a bit more feminine than on the NES.  I tend to refer
her as a she, having a girl in your party can't hurt.  But seriously,
it's entirely up to you.
---------------------------------------------------------------------

Q. I'm stuck in a Soul of Chaos dungeon.  Help!

A. In a Soul of Chaos Dungeon, you can't use Exit or Teleport because
the floors are completely random.  Also, you can't die in a Soul of
Chaos Dungeon.  Even if your party get obliterated, you will start
outside of the dungeon with all your guys at 1 HP and it won't count
as a Game Over.

This only works in the Earthgift Shrine, Hellfire Chasm,
Lifespring Grotto and Whisperwind Cove.  Having your party defeated
anywhere else result in a Game Over.
---------------------------------------------------------------------

=====================================================================
10. Secret tips and tricks
=====================================================================
Peninsula of power - Northeast of Pravoka, you will find a peninsula.
The monsters fought at the tip of the peninsula are monsters you
fight when you are advanced in the game.  This place is useful to
make money and build up your guys early in the game.

15 Puzzle - While on the Ship, hold A and tap B multiple times and a
Puzzle will appear, complete it fast enough to get items and money.

=====================================================================
11. Bestiary
=====================================================================
(Coming Soon)

=====================================================================
12. Equipment
=====================================================================
This is the place to look for every pieces of equipment.

Elemental attack is if the weapon is a certain elemental attribute,
for exemple, Flame Sword has Fire as Elemental attack.

Effective vs is if the weapon is especially powerful against some
type of monsters, for exemple, Coral Sword is effective vs Water
monsters.

Spell is if the weapon or armor cast a spell when used as an item,
for exemple, Razer cast Scourge when used as an item.

Protect against is if the aromor protect from some type of attacks,
for exemple, Protect Ring protect from Death.

=====================================================================
12.1. Weapons
=====================================================================
Nunchaku: used by Mo, Ni, Ma
ATK:12
ACC:0

Buying price: 8                             Selling price: 4

Elemental Attack:---                        Spell:---
Efective VS:---
---------------------------------------------------------------------

Knife: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:5
ACC:10

Buying price: 4                            Selling price: 2

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Staff: used by all except Th
ATK:6
ACC:0

Buying price: 4                            Selling price: 2

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Rapier: used by Ft, Th, RM, Kn, Ni, RW
ATK:9
ACC:5

Buying price: 8                            Selling price: 4

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Hammer: used by Ft, WM, Kn, Ni, WW
ATK:9
ACC:0

Buying price: 8                            Selling price: 4

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Broadsword: used by Ft, RM, Kn, Ni, RW
ATK:15
ACC:10

Buying price: 450                          Selling price: 225

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Battle Axe: used by Ft, Kn, Ni
ATK:16
ACC:5

Buying price: 450                          Selling price: 225

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Scimitar: used by Ft, Th, RM, Kn, Ni, RW
ATK:10
ACC:10

Buying price: 160                          Selling price: 80

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Dagger: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:7
ACC:10

Buying price: 140                          Selling price: 70

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Crosier: used by Ft, Mo, Kn, Ni, Ma
ATK:14
ACC:0

Buying price: 160                          Selling price: 80

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Saber: used by Ft, Th, RM, Kn, Ni, RW
ATK:13
ACC:5

Buying price: 360                          Selling price: 180

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Longsword: used by Ft, RM, Kn, Ni, RW
ATK:20
ACC:10

Buying price: 1200                         Selling price: 600

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Great Axe: used by Ft, Kn, Ni
ATK:22
ACC:5

Buying price: 1600                         Selling price: 800

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Falchion: used by Ft, Th, RM, Kn, Ni, RW
ATK:15
ACC:10

Buying price: 360                          Selling price: 180

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Mythril Knife: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:10
ACC:15

Buying price: 640                          Selling price: 320

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Mythril Sword: used by Ft, RM, Kn, Ni, RW
ATK:23
ACC:15

Buying price: 3200                         Selling price: 1600

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Mythril Hammer: used by Ft,WM, Kn, Ni, WW
ATK:12
ACC:5

Buying price: 2000                         Selling price: 1000

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Mythril Axe: used by Ft, Kn, Ni
ATK:25
ACC:10

Buying price: 3600                         Selling price: 1800

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Flame Sword: used by Ft, RM, Kn, Ni, RW
ATK:26
ACC:20

Buying price:---                           Selling price: 5000

Elemental Attack: Fire                     Spell:---
Effective VS: Undead
---------------------------------------------------------------------

Ice Brand: used by Ft, RM, Kn, Ni, RW
ATK:29
ACC:25

Buying price:---                           Selling price: 7500

Elemental Attack: Ice                      Spell:---
Effective VS:---
---------------------------------------------------------------------

Wyrmkiller: used by Ft, Th, RM, Kn, Ni, RW
ATK:19
ACC:15

Buying price:---                           Selling price: 4000

Elemental Attack:---                       Spell:---
Effective VS: Dragon
---------------------------------------------------------------------

Great Sword: used by Ft, RM, Kn, Ni, RW
ATK:21
ACC:20

Buying price:---                           Selling price: 4000

Elemental Attack:---                       Spell:---
Effective VS: Giant
---------------------------------------------------------------------

Sun Blade: used by Ft, RM, Kn, Ni, RW
ATK:32
ACC:30

Buying price:---                           Selling price: 10000

Elemental Attack:---                       Spell:---
Effective VS: Undead
---------------------------------------------------------------------

Coral Sword: used by Ft, Th, RM, Kn, Ni, RW
ATK:19
ACC:15

Buying price:---                           Selling price: 4000

Elemental Attack:---                       Spell:---
Effective VS: Aquatic
---------------------------------------------------------------------

Werebuster: used by Ft, RM, Kn, Ni, RW
ATK:18
ACC:15

Buying price:---                           Selling price: 3000

Elemental Attack:---                       Spell:---
Effective VS: Lycanthrope
---------------------------------------------------------------------

Rune Blade: used by Ft, Th, RM, Kn, Ni, RW
ATK:18
ACC:15

Buying price:---                           Selling price: 2500

Elemental Attack:---                       Spell:---
Effective VS: Spellcaster
---------------------------------------------------------------------

Power Staff: used by Ft, Mo, WM, BM, Kn, Ni, Ma, WW, BW
ATK:12
ACC:0

Buying price:---                           Selling price: 6172

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Light Axe: used by Ft, Kn, Ni
ATK:28
ACC:15

Buying price:---                           Selling price: 5000

Elemental Attack:---                       Spell: Diara
Effective VS: Undead
---------------------------------------------------------------------

Healing Staff: used by WM, Ni, WW
ATK:6
ACC:0

Buying price:---                           Selling price: 12500

Elemental Attack:---                       Spell: Heal
Effective VS:---
---------------------------------------------------------------------

Mage's Staff: used by BM, Ni, BW
ATK:12
ACC:10

Buying price:---                           Selling price: 12500

Elemental Attack:---                       Spell: Fira
Effective VS:---
---------------------------------------------------------------------

Defender: used by Kn, Ni, RW
ATK:30
ACC:35

Buying price:---                           Selling price: 20000

Elemental Attack:---                       Spell: Blink
Effective VS:---
---------------------------------------------------------------------

Wizard's Staff: used by BW
ATK:15
ACC:15

Buying price:---                           Selling price: 25000

Elemental Attack:---                       Spell: Confuse
Effective VS:---
---------------------------------------------------------------------

Vorpal Sword: used by Kn, Ni, RW
ATK:24
ACC:25

Buying price:---                           Selling price: 15000

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Cat Claws: used by Kn, Ni, RW, BW
ATK:22
ACC:35

Buying price: 52000                        Selling price: 26000

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Thor's Hammer: used by Kn, Ni, WW
ATK:18
ACC:15

Buying price:---                           Selling price: 20000

Elemental Attack:---                       Spell: Thundara
Effective VS:---
---------------------------------------------------------------------

Razer: used by Kn, Ni, RW
ATK:22
ACC:20

Buying price:---                           Selling price: 30000

Elemental Attack:---                       Spell: Scourge
Effective VS:---
---------------------------------------------------------------------

Sasuke's Blade: used by Ni
ATK:33
ACC:35

Buying price:---                           Selling price: 30000

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Excalibur: used by Kn
ATK:45
ACC:35

Buying price:---                           Selling price: 30000

Elemental Attack: Paralysis, Stone, Time, Death, Fire, Lightning,
                  Ice, Quake               Spell:---
Effective VS: Dragon, Giant, Undead, Lycanthrope, Aquatic,
              Spellcaster
---------------------------------------------------------------------

Masamune: used by all
ATK:56
ACC:50

Buying price:---                           Selling price: 30000

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Ultima Weapon: used by Kn, Ni, Ma, RW, WW, BW
ATK:100*
ACC:100

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---

* In battle, the Ultima Weapon ATK is equal to your current HP
divided by 10, rounded down.  With 999 HP, the ATK is 99, not 100.
---------------------------------------------------------------------

Ragnarok: used by Kn
ATK:55
ACC:40

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Flare
Effective VS:---
---------------------------------------------------------------------

Murasame: used by Ni
ATK:50
ACC:10

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Protect
Effective VS:---
---------------------------------------------------------------------

Lightbringer: used by RW
ATK:48
ACC:40

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Holy
Effective VS:---
---------------------------------------------------------------------

Rune Staff: used by WW
ATK:25
ACC:25

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Healara
Effective VS:---
---------------------------------------------------------------------

Judgement Staff: used by BW
ATK:25
ACC:25

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Flare
Effective VS:---
---------------------------------------------------------------------

Dark Claymore: used by Ft, Kn
ATK:40
ACC:5

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Duel Rapier: used by Ft, Th, RM, Kn, Ni, RW
ATK:27
ACC:30

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Braveheart: used by Ft, Kn, Ni
ATK:30
ACC:52

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Confuse
Effective VS:---
---------------------------------------------------------------------

Deathbringer: used by RW
ATK:33
ACC:20

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Death
Effective VS:---
---------------------------------------------------------------------

Enhancer: used by Ft, RM, Kn, Ni, RW
ATK:28
ACC:25

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Gigantaxe: used by Ft, Kn, Ni
ATK:42
ACC:0

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Viking Axe: used by Ft, Kn, Ni
ATK:25
ACC:10

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Rune Axe: used by Ft, Kn, Ni
ATK:40
ACC:20

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Curaga
Effective VS:---
---------------------------------------------------------------------

Ogrekiller: used by Ft, Kn, Ni
ATK:30
ACC:0

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS: Giant
---------------------------------------------------------------------

Kikuichimonji: used by Ft, Th, RM, Kn, Ni, RW
ATK:35
ACC:25

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Asura: used by Ft, Th, RM, Kn, Ni, RW
ATK:25
ACC:25

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Kotetsu: used by Ft, Th, RM, Kn, Ni, RW
ATK:22
ACC:20

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

War Hammer: used by Kn, Ni, WW
ATK:30
ACC:0

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Assassin Dagger: used by Ft, Th, RM, Kn, Ni, RW, BW
ATK:30
ACC:40

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Kill
Effective VS:---
---------------------------------------------------------------------

Orichalcum: used by Ft, Th, RM, Kn, Ni, RW, BW
ATK:28
ACC:35

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Mage Masher: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:20
ACC:30

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Silence
Effective VS:---
---------------------------------------------------------------------

Gladius: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:23
ACC:30

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell:---
Effective VS:---
---------------------------------------------------------------------

Sage's Staff: used by RM, WM, BM, RW, WW, BW
ATK:20
ACC:10

Buying price:---                           Selling price: 100

Elemental Attack:---                       Spell: Life
Effective VS:---

=====================================================================
12.2. Body Armors
=====================================================================
Clothes: used by all
DEF:1
WGT:2

Buying price: 8                            Selling price: 4

Protect against:---                        Spell:---
---------------------------------------------------------------------

Leather Armor: used by Ft, Th, Mo, RM, Kn, Ni, Ma, RW
DEF:4
WGT:8

Buying price: 40                           Selling price: 20

Protect against:---                        Spell:---
---------------------------------------------------------------------

Chain Mail: used by Ft, RM, Kn, Ni, RW
DEF:15
WGT:15

Buying price: 65                           Selling price: 32

Protect against:---                        Spell:---
---------------------------------------------------------------------

Iron Armor: used by Ft, Kn, Ni
DEF:24
WGT:23

Buying price: 640                          Selling price: 320

Protect against:---                        Spell:---
---------------------------------------------------------------------

Knight's Armor: used by Ft, Kn
DEF:34
WGT:33

Buying price: 36000                        Selling price: 18000

Protect against:---                        Spell:---
---------------------------------------------------------------------

Mythril Mail: used by Ft, RM, Kn, Ni, RW
DEF:18
WGT:8

Buying price: 6000                         Selling price: 3000

Protect against:---                        Spell:---
---------------------------------------------------------------------

Flame Mail: used by Ft, Kn, Ni
DEF:34
WGT:10

Buying price:---                           Selling price: 15000

Protect against: Ice                       Spell:---
---------------------------------------------------------------------

Ice Armor: used by Ft, Kn, Ni
DEF:34
WGT:10

Buying price:---                           Selling price: 15000

Protect against: Fire                      Spell:---
---------------------------------------------------------------------

Diamond Armor: used by Kn
DEF:42
WGT:10

Buying price:---                           Selling price: 30000

Protect against: Lightning                 Spell:---
---------------------------------------------------------------------

Dragon Mail: used by Kn
DEF:42
WGT:10

Buying price:---                           Selling price: 30000

Protect against: Fire, Ice, Lightning      Spell:---
---------------------------------------------------------------------

Copper Armlet: used by All
DEF:4
WGT:1

Buying price: 800                          Selling price: 400

Protect against:---                        Spell:---
---------------------------------------------------------------------

Silver Armlet: used by All
DEF:15
WGT:1

Buying price: 4000                         Selling price: 2000

Protect against:---                        Spell:---
---------------------------------------------------------------------

Ruby Armlet: used by All
DEF:24
WGT:1

Buying price: 40000                        Selling price: 20000

Protect against:---                        Spell:---
---------------------------------------------------------------------

Diamond Armlet: used by All
DEF:34
WGT:1

Buying price:---                           Selling price: 32500

Protect against:---                        Spell:---
---------------------------------------------------------------------

White Robe: used by WW
DEF:24
WGT:2

Buying price:---                           Selling price: 1

Protect against: Death, Fire               Spell: Invisira
---------------------------------------------------------------------

Black Robe: used by BW
DEF:24
WGT:2

Buying price:---                           Selling price: 1

Protect against: Time, Ice                 Spell: Blizzara
---------------------------------------------------------------------

Crystal Mail: used by Kn, Ni
DEF:44
WGT:10

Buying price:---                           Selling price: 100

Protect against: Stone, Darkness, Silence  Spell:---
---------------------------------------------------------------------

Thief's Armlet: used by Th, Ni
DEF:30
WGT:1

Buying price:---                           Selling price: 100

Protect against:---                        Spell:---
---------------------------------------------------------------------

Black Garb: used by Th, Ni
DEF:40
WGT:2

Buying price:---                           Selling price: 100

Protect against:---                        Spell:---
---------------------------------------------------------------------

Kenpogi: used by Mo, Ma
DEF:28
WGT:1

Buying price:---                           Selling price: 100

Protect against:---                        Spell:---
---------------------------------------------------------------------

Power Vest: used by Mo, Ma
DEF:38
WGT:1

Buying price:---                           Selling price: 100

Protect against:---                        Spell:---
---------------------------------------------------------------------

Red Jacket: used by Th, RM, Ni, RW
DEF:24
WGT:2

Buying price:---                           Selling price: 100

Protect against: Fire                      Spell:---
---------------------------------------------------------------------

Sage's Surplice: used by RM, WM, BM, RW, WW, BW
DEF:25
WGT:2

Buying price:---                           Selling price: 100

Protect against:---                        Spell:---
---------------------------------------------------------------------

Light Robe: used by WM, WW
DEF:35
WGT:2

Buying price:---                           Selling price: 100

Protect against:---                        Spell:---
---------------------------------------------------------------------

Gaia Gear: used by BM, BW
DEF:35
WGT:2

Buying price:---                           Selling price: 100

Protect against: Stone, Quake              Spell:---
---------------------------------------------------------------------

Bard's Tunic: used by all
DEF:20
WGT:3

Buying price:---                           Selling price: 100

Protect against: Silence                   Spell:---
---------------------------------------------------------------------

Genji Armor: used by Ft, Kn, Ni
DEF:35
WGT:10

Buying price:---                           Selling price: 100

Protect against: Stone, Death, Poison      Spell:---

=====================================================================
12.3. Shields
=====================================================================
Leather Shield: used by Ft, Kn, Ni
DEF:2
WGT:0

Buying price: 12                           Selling price: 6

Protect against:---                        Spell:---
---------------------------------------------------------------------

Iron Shield: used by Ft, Kn, Ni
DEF:4
WGT:0

Buying price: 80                           Selling price: 40

Protect against:---                        Spell:---
---------------------------------------------------------------------

Mythril Shield: used by Ft, Kn, Ni
DEF:8
WGT:0

Buying price: 2000                         Selling price: 1000

Protect against:---                        Spell:---
---------------------------------------------------------------------

Flame Shield: used by Ft, Kn, Ni
DEF:12
WGT:0

Buying price:---                            Selling price: 5000

Protect against: Ice                        Spell:---
---------------------------------------------------------------------

Ice Shield: used by Ft, Kn, Ni
DEF:12
WGT:0

Buying price:---                            Selling price: 5000

Protect against: Fire                       Spell:---
---------------------------------------------------------------------

Diamond Shield: used by Kn
DEF:16
WGT:0

Buying price:---                            Selling price: 7500

Protect against: Lightning                  Spell:---
---------------------------------------------------------------------

Aegis Shield: used by Kn
DEF:16
WGT:0

Buying price:---                            Selling price: 20000

Protect against: Stone, Poison              Spell:---
---------------------------------------------------------------------

Buckler: used by Ft, Th, RM, Kn, Ni, RW
DEF:2
WGT:0

Buying price: 2000                          Selling price: 1000

Protect against:---                         Spell:---
---------------------------------------------------------------------

Protect Cloak: used by Ft, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
DEF:8
WGT:2

Buying price:---                            Selling price: 10000

Protect against:---                         Spell:---
---------------------------------------------------------------------

Genji Shield: used by Ft, Kn, Ni
DEF:14
WGT:8

Buying price:---                            Selling price: 100

Protect against: Stone, Poison              Spell:---
---------------------------------------------------------------------

Crystal Shield: used by Kn, Ni
DEF:15
WGT:0

Buying price:---                            Selling price: 100

Protect against: Stone                      Spell:---
---------------------------------------------------------------------

Hero's Shield: used by Kn, Ni
DEF:16
WGT:0

Buying price:---                            Selling price: 100

Protect against: Paralysis, Stone, Time, Death, Fire, Ice, Lightning,
                 Quake, Poison, Darkness, Sleep, Silence, Confusion,
                 Mind                       Spell:---
---------------------------------------------------------------------

Zephyr Cape: used by Ft, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
DEF:4
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Elven Cloak: used by Ft, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
DEF:9
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---

=====================================================================
12.4. Headgears
=====================================================================
Leather Cap: used by all
DEF:1
WGT:1

Buying price: 65                            Selling price: 32

Protect against:---                         Spell:---
---------------------------------------------------------------------

Helm: used by Ft, Kn, Ni
DEF:3
WGT:3

Buying price: 80                            Selling price: 40

Protect against:---                         Spell:---
---------------------------------------------------------------------

Great Helm: used by Ft, Kn, Ni
DEF:5
WGT:5

Buying price: 360                           Selling price: 180

Protect against:---                         Spell:---
---------------------------------------------------------------------

Mythril Helm: used by Ft, Kn, Ni
DEF:6
WGT:3

Buying price: 2000                          Selling price: 1000

Protect against:---                         Spell:---
---------------------------------------------------------------------

Diamond Helm: used by Kn
DEF:8
WGT:3

Buying price:---                            Selling price: 5000

Protect against:---                         Spell:---
---------------------------------------------------------------------

Healing Helm: used by Kn, Ni
DEF:6
WGT:3

Buying price:---                            Selling price: 10000

Protect against:---                         Spell: Heal
---------------------------------------------------------------------

Healing Helm: used by all
DEF:1
WGT:1

Buying price:---                            Selling price: 1

Protect against: Paralysis, Stone, Time, Death, Fire, Ice, Lightning,
                 Quake, Poison, Darkness, Sleep, Silence, Confusion,
                 Mind                       Spell:---
---------------------------------------------------------------------

Genji Helm: used by Ft, Th, Kn, Ni
DEF:9
WGT:3

Buying price:---                            Selling price: 100

Protect against: Stone, Poison              Spell:---
---------------------------------------------------------------------

Crystal Helm: used by Kn, Ni
DEF:10
WGT:3

Buying price:---                            Selling price: 100

Protect against: Stone                      Spell:---
---------------------------------------------------------------------

Black Cowl: used by Th, Ni
DEF:8
WGT:1

Buying price:---                            Selling price: 100

Protect against: Sleep                      Spell:---
---------------------------------------------------------------------

Twist Headband: used by Th, Mo, Ni, Ma
DEF:3
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Tiger Mask: used by Kn, Ni, Ma
DEF:8
WGT:2

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Feathered Cap: used by Ft, Th, RM, Kn, Ni, RW
DEF:4
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Red Cap: used by RM, RW
DEF:8
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Wizard's Hat: used by RM, WM, BM, RW, WW, BW
DEF:4
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Sage's Mitre: used by WM, BM, WW, BW
DEF:5
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---

=====================================================================
12.5. Arm Gears
=====================================================================
Leather Gloves: used by all
DEF:1
WGT:1

Buying price: 50                            Selling price: 25

Protect against:---                         Spell:---
---------------------------------------------------------------------

Bronze Gloves: used by Ft, Kn, Ni
DEF:2
WGT:3

Buying price: 160                           Selling price: 80

Protect against:---                         Spell:---
---------------------------------------------------------------------

Steel Gloves: used by Ft, Kn, Ni
DEF:4
WGT:5

Buying price: 600                           Selling price: 300

Protect against:---                         Spell:---
---------------------------------------------------------------------

Mythril Gloves: used by Ft, Kn, Ni, RW
DEF:6
WGT:3

Buying price: 2000                          Selling price: 1000

Protect against:---                         Spell:---
---------------------------------------------------------------------

Guantlets: used by Kn, Ni, RW
DEF:6
WGT:3

Buying price:---                            Selling price: 7500

Protect against:---                         Spell: Thundara
---------------------------------------------------------------------

Giant's Gloves: used by Ft, Kn, Ni, RW
DEF:6
WGT:3

Buying price:---                            Selling price: 5000

Protect against:---                         Spell: Saber
---------------------------------------------------------------------

Diamond Gloves: used by Kn
DEF:8
WGT:3

Buying price:---                            Selling price: 10000

Protect against:---                         Spell:---
---------------------------------------------------------------------

Protect Ring: used by all
DEF:8
WGT:1

Buying price: 16000                         Selling price: 8000

Protect against: Death                      Spell:---
---------------------------------------------------------------------

Crystal Gloves: used by Kn, Ni
DEF:10
WGT:3

Buying price:---                            Selling price: 100

Protect against: Stone                      Spell:---
---------------------------------------------------------------------

Thief's Gloves: used by Th, Ni
DEF:6
WGT:1

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---
---------------------------------------------------------------------

Crystal Ring: used by Kn, Ni, Ma, RW
DEF:9
WGT:1

Buying price:---                            Selling price: 100

Protect against: Paralysis, Sleep           Spell:---
---------------------------------------------------------------------

Angel's Ring: used by RM, WM, BM, RW, WW, BW
DEF:8
WGT:1

Buying price:---                            Selling price: 100

Protect against: Paralysis, Sleep           Spell:---
---------------------------------------------------------------------

Genji Gloves: used by Ft, Kn, Ni
DEF:9
WGT:2

Buying price:---                            Selling price: 100

Protect against:---                         Spell:---

=====================================================================
13. Magic
=====================================================================
Unlike the NES where you had a limited use of spells per level, FF1
Dawn of Souls is governed by the MP system that dominated ever since
FF2.  Thanks to the new MP system, spells are learned differently.
BUT, you can't cast level 8 spells the moment you have enough MP.  To
prevent that, FF1 DOS has a system that let you learn spells only
when you hit a certain level.  I invite you to check transciece's
Magic FAQ to know the levels needed to learn a spell.

=====================================================================
13.1. White Magic
=====================================================================
White Magic specialize in healing and defense.  White Magic also has
spells that specialize in harming undeads, those spells can only be
learned by White Mages and White Wizards.  Holy is the only purely
offensive White Magic spell.

Level 1:

Cure
MP: 3
Bought at: Cornelia
Price: 50
Used by: WM, WW, Kn, RM, RW
Effect and comments: Buy it, Cure is your best buddy, always have it.

Dia
MP: 5
Bought at: Cornelia
Price: 50
Used by: WM, WW
Effect and comments: It harms all undead monsters a little, useful
right at the start since Fire harms only one enemy, but get obsolete
quite quickly.  Not a bad spell, get it.

Protect
MP: 3
Bought at: Cornelia
Price: 50
Used by: WM, WW, Kn, RM, RW
Effect and comments: Raise defenses of one ally, not to be confused
by modern definition of protect-it doesn't double defense, just raise
it a little for one character.  Hardly useful, but can help newbies
that screws often.

Blink
MP: 3
Bought at: Cornelia
Price: 50
Used by: WM, WW, Kn, RW
Effect and comments: Increases the caster's evasion, a must for solo
games due to the fact you can stack it four times and become like
untouchable.  Otherwise, worthy only for Knights.
---------------------------------------------------------------------

Level 2:

Blindna
MP: 3
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Cures darkness, you'll rarely be blind and even
if it happens, my accuracy was still the same.  Might be good in the
Marsh Cave due to Shadow monster, but get rid of it as soon as you
get the Crown.

Silence
MP: 5
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Silences an enemy, preventing him to cast
spells, good only for Astos, after that, it's completely useless.

NulShock
MP: 8
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Cuts lightning damage by half, not many bosses
uses strong lightning spells except Chaos.  May be good against some
Soul of Chaos bosses, get it, especially for low level games.

Invis
MP: 3
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Increases one ally's evasion.  Don't raise it as
much as Blink, but you can cast it on others.  Isn't really good, but
may save your dignity in some scenarios, buy it.
---------------------------------------------------------------------

Level 3:

Cura
MP: 10
Bought at: Elfheim
Price: 1000
Used by: WM, WW, Kn, RM, RW
Effect and comments: A stronger version of Cure, you get it quite
early so get it.

Diara
MP: 8
Bought at: Elfheim
Price: 1000
Used by: WM, WW
Effect and comments: Stronger than Dia, the undeads are starting to
form big parties so get this useful spell.

NulBlaze
MP: 8
Bought at: Elfheim
Price: 1000
Used by: WM, WW, Kn, RM, RW
Effect and comments: Cuts Fire damage by half, same thing with
NulShock.

Heal
MP: 10
Bought at: Elfheim
Price: 1000
Used by: WM, WW
Effect and comments: Acts like Cure, but cures the whole party.  This
one is not really useful, but the later ones are.
---------------------------------------------------------------------

Level 4:

Poisona
MP: 3
Bought at: Elfheim
Price: 2500
Used by: WM, WW, RM, RW
Effect and comments: Cures poison, there are a lot of monsters that
poisons you while heading to the Marsh Cave and it saves you from
buying tons of Antidotes.  Plus it got a cheap MP cost, buy it.

Fear
MP: 10
Bought at: Elfheim
Price: 2500
Used by: WM, WW
Effect and comments: Makes enemies run away.  Ok, tell me why you
would want to make enemies run away for that cost of both Gil and MP
and the fact that enemies that flee gives no Gil and EXP.  Rated UU
for Utterly Useless.

NulFrost
MP: 8
Bought at: Elfheim
Price: 2500
Used by: WM, WW, RM, RW
Effect and comments: Cuts Ice damage by half.

Vox
MP: 8
Bought at: Elfheim
Price: 2500
Used by: WM, WW, RW
Effect and comments: Cures Mute, you rarely if ever get muted and it
will probably be your White Mage who gets silenced.  Useless, but not
as useless than Fear.
---------------------------------------------------------------------

Level 5:

Curaga
MP: 20
Bought at: Melmond
Price: 4000
Used by: WM, WW, RM, RW
Effect and comments: Heals a lot of HP, useful against hard hitting
enemies and bosses, a must.

Life
MP: 20
Bought at: Melmond
Price: 4000
Used by: WM, WW, RW
Effect and comments: Brings back a KO'd ally with 1 HP, since the
arrival of Phoenix Downs, this spell has lost in usefulness, but it's
good if you are short on money to buy items.

Diaga
MP: 25
Bought at: Melmond
Price: 4000
Used by: WM, WW
Effect and comments: Very powerful VS undeads, since you are going to
face Lich soon and you'll encounter big parties of undead, this spell
may save you life, buy it.

Healara
MP: 25
Bought at: Melmond
Price: 4000
Used by: WM, WW
Effect and comments: It's like casting Cura on the whole party, get
it, Life has been supplanted.
---------------------------------------------------------------------

Level 6:

Stona
MP: 10
Bought at: Crescent Lake
Price: 13000
Used by: WM, WW
Effect and comments: Cures Stone, when you run out of Gold Needles,
you are pretty much screwed, especially against big packs of
Cockatrices, so this spell can be some sort of insurance.  But for
that much, I can buy planty of Gold Needles, and what if it's your
White Mage who get petrified, you'll look like an idiot.

Exit
MP: 25
Bought at: Crescent Lake
Price: 13000
Used by: WW, RW
Effect and comments: Get you out of a dungeon immediatly.  Saves you
a lot of walking and if you run out of Potions and almost of MP, you
can cast Exit to get out and rest in a Cottage.  Only drawback is
that it doesn't work in the Soul of Chaos Dungeons, but still get it.

Protera
MP: 20
Bought at: Crescent Lake
Price: 13000
Used by: WM, WW, RW
Effect and comments: Cast Protect on the whole party, you probably
won't need it in the main game, but it against some Soul of Chaos
bosses, it may come in handy.  I don't know if it protects more than
Protect.

Invisira
MP: 25
Bought at: Crescent Lake
Price: 13000
Used by: WM, WW, RW
Effect and comments: Cast Invis on the entire party, very useful.
You get an item that cast it too so you can can double cast it for
maximum effectivness.  Great against the Soul of Chaos bosses.
---------------------------------------------------------------------

Level 7:

Curaja
MP: 35
Bought at: Gaia
Price: 30000
Used by: WW
Effect and comments: Heals for 9999 HP, one of the many reasons the
White Wizard is mandatory for newbies and myself(I'm no newbie).
Get it, a lifesaver.

Diaja
MP: 35
Bought at: Gaia
Price: 30000
Used by: WW
Effect and comments: By the time you get this spell, undeads are on
the brink of extinction since Lich's death.  Worth every bit of those
35 MP and is better than some spells, but don't go nuts about it.

NulDeath
MP: 28
Bought at: Onrac
Price: 30000
Used by: WM, WW, RW
Effect and comments: Supposedly, it protect from instant death.
Protect Rings apparantly don't offer 100% protection from death, but
it is a complete waste in the main game, but you may want to cast it
against some Soul of Chaos bosses, notably Atomos, but
otherwise, it's utterly useless.

Healaga
MP: 38
Bought at: Onrac
Price: 30000
Used by: WM, WW
Effect and comments: Like having Curaga cast on everyone, against
hard hitting spells like Chaos' Blaze, this spell can nullify it by
healing the whole group for near 300 HP each, a must have.
---------------------------------------------------------------------

Level 8:

Holy
MP: 50
Bought at: Gaia
Price: 40000
Used by: WW
Effect and comments: Costy, but useful since your White Wizard can
now cream the whole enemy group, undead or not, a must have.

NulAll
MP: 40
Bought at: Gaia
Price: 40000
Used by: WW
Effect and comments: Halves damage from any spells by half on only
one character.  In theory, it's cool, but in reality, it's another
story.  Before Phoenix Down cames, it was more useful, but even there
it wasn't very useful.  Some Soul of Chaos bosses *coughShinryucough*
and against Chaos himself that got more than one extreme elemental
spell, it's helpful.  But it seems Light Curtain cast the same spell
and you can buy them at a certain point, where, I dunno, maybe in a
Soul of Chaos, so don't go nuts with this spell.

Dispel
MP: 35
Bought at: Gaia
Price: 40000
Used by: WW
Effect and comments: It removes a foe's elemental defense, making
them susceptible to spells.  This spell is complete trash since a
spell called Flare is non-elemental and removes the use of Dispel.

Full-Life
MP: 40
Bought at: Lufenia
Price: 40000
Used by: WW
Effect and comments: Revives a character and heals all HP, buy it,
bosses would KO him again if you used a normal Phoenix Down.

=====================================================================
13.2. Black Magic
=====================================================================
Black Magic concentrate on offense.  Some spells are support spells,
but are made to boost your damages or for other things.  Elemental
spells are all Black Magic so Black Mages helps a lot in the game.
Flare, the strongest attack spell is Black Magic.

Level 1:

Fire
MP: 5
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Attack one enemy with fire.  Some monsters are
weak to fire so buy it.  Past about level 10, it becomes obsolete.

Sleep
MP: 3
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Try to put all enemies at sleep, the only time I
use it is against the Pirates, it helps you against big packs of
enemies but becomes useless rather quickly.

Focus
MP: 3
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Lower one foe's evasion, name me one monster
that evade like mad and I'll buy it.  It's probably the most stupid
spell that ever existed, makes Fear almost useful.

Thunder
MP: 5
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Like Fire, this one hit on foe with lightning.
Useful against those pesky aquatic monsters.
---------------------------------------------------------------------

Level 2:

Blizzard
MP: 8
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: Ice damage to one foe, a cool spell(no pun
intended), a must have.

Dark
MP: 5
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: Blind one foe with darkness, what else can I say
besides "Yuck, don't buy it".

Temper
MP: 8
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: GET IT!  This spell along with another one
creates the single most powerful combo of the game.  It raises attack
for like 14 points and can be stacked over, you can get a Red Mage to
deal over 10000 damage using this spell like mad.  MANDATORY IMO
against Soul of Chaos bosses.

Slow
MP: 5
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: Slow all enemies, reducing their number of
attacks.  I know no pack of monsters that hit hard enough and enough
times to make use of this spell, but there is worse.
---------------------------------------------------------------------

Level 3:

Fira
MP: 15
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: Hit all monsters with Fire, necessary.

Hold
MP: 10
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: Paralyzes one enemy, you won't find many uses
for it.

Thundara
MP: 15
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: All enemies are struck for lightning damage, as
essential as Fira, especially against those piscodemons and aquatic
monsters.

Focara
MP: 10
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: Same as Focus, but aims all monsters.  Still a
stupid spell.
---------------------------------------------------------------------

Level 4:

Sleepra
MP: 15
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Stronger than Sleep, but targets only one foe.
Why put a foe to sleep when you can kill him?  Meh, if you find a
boss weak to sleep, go for it.

Haste
MP: 15
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Doubles one ally's number of attack.  Team this
with Temper and you'll annihilate monsters, GET IT!

Confuse
MP: 15
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Confuses all enemies, making them attack each
other.  Cool, but useless.

Blizzara
MP: 18
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Hmm, hits all monsters for ice damage.  Stronger
than Fira and Thundara on average.  Essential.
---------------------------------------------------------------------

Level 5:

Firaga
MP: 30
Bought at: Melmond
Price: 4000
Used by: BM, BW, RM, RW
Effect and comments: Stongest fire spell, and you face a dungeon
filled with monsters weak to it, a necessity.

Scourge
MP: 28
Bought at: Melmond
Price: 4000
Used by: BM, BW, RW
Effect and comments: Attempts to instantly kill all monsters with
poison gas.  Useful against big packs of average enemies, but not
cool later on.  Some monsters are weak to poison, making them
susceptible to Scourge.  Tiamat can be killed by Scourge, though the
chances of working are very unlikely.  Later you get a sword that
cast it too, but by that time, you will have stopped with Scourge.
You can get it if you want, but don't abuse it.

Teleport
MP: 5
Bought at: Melmond
Price: 4000
Used by: BW, RW
Effect and comments: Takes you to the previous floor of a dungeon.
Good for backtracking, but I don't find it necessary since Exit is
better.  Don't work in a Soul of Chaos Dungeon for obvious reasons.

Slowra
MP: 18
Bought at: Melmond
Price: 4000
Used by: BM, BW, RM, RW
Effect and comments: Similar to Sleepra, it slows down just one foe,
but hits it much better.  Works well on some Soul of Chaos bosses.
Pick it up if you plan on facing them.
---------------------------------------------------------------------

Level 6:

Thundaga
MP: 35
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW, RW
Effect and comments: Strongest thunder spell, works wonder against
Kraken and many others.

Death
MP: 30
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW
Effect and comments: Attempt to instantly kill one monster.  There's
one problem, there isn't many things that you'd want to kill in one
hit and those that you want to kill in one hit can't be killed in one
hit or won't work when needed.  Not the best spell, but theres worse.

Quake
MP: 32
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW
Effect and comments: Same thing as Scourge, but uses a different
resistance.  Some monsters are weak to Quake, making it more useful,
but it's pretty much the same scenario as Death.

Stun
MP: 20
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW
Effect and comments: Paralyzes one enemy, if you are depressed and
like to stun things for no reason, this is useful.  Now that I think
about it, being able to stun peoples would be neat in real life.
Since it's not the case, this spell is utterly useless.
---------------------------------------------------------------------

Level 7:

Blizzaga
MP: 40
Bought at: Gaia
Price: 30000
Used by: BM, BW, RW
Effect and comments: Strongest ice spell, stronger than Firaga and
Thundaga on average, a must.

Break
MP: 30
Bought at: Gaia
Price: 30000
Used by: BW
Effect and comments: Try to petrify one enemy, killing it instantly.
Pretty much like Death, but some things are weak to Stone so it's
slightly more useful.  Tiamat can also be killed with Break, but it's
unlikely to work.  Not the best spell, but not the worst.

Saber
MP: 25
Bought at: Onrac
Price: 30000
Used by: BM, BW
Effect and comments: Same as Temper, but better; only problem is that
only a Black Mage can learn it and it affect only the caster.  It can
be fixed by giving the Masamune to your Black Mage, but you're
unlikely to do that.  The Giant's Gloves cast it when used as an
item, so be sure to pick it, it's located in the Sunken Shrine.

Blind
MP: 25
Bought at: Onrac
Price: 30000
Used by: BM, BW
Effect and comments: What!?  25 MP for blinding one enemy?  That's
one crappy spell, never buy it.
---------------------------------------------------------------------

Level 8:

Stop
MP: 30
Bought at: Gaia
Price: 40000
Used by: BW
Effect and comments: Stops all enemies, why would you want to do that
on normal monsters, and it won't work on bosses, skip it.

Warp
MP: 30
Bought at: Gaia
Price: 40000
Used by: BW
Effect and comments: Like Quake and Scourge, attempt to kill all
monsters.  This one is more likely to work, but not too impressive.

Kill
MP: 40
Bought at: Gaia
Price: 40000
Used by: BW
Effect and comments: Same as Death, but more likely to work.  If you
want one enemy dead, use Kill.  But for only one, not the best spell.

Flare
MP: 40
Bought at: Lufenia
Price: 40000
Used by: BW
Effect and comments: The ultimate attack spell.  Like Holy, destroys
all monsters with non-elemental damage.  The only worthy Level 8
Black Spell.

=====================================================================
14. Special Thanks
=====================================================================
I would like to thank the following peoples, in no particular order:

Action: This is my first guide, so I used his guide like a model for
        giving my guide a basic layout, how to gives directions, ect.

TFergusson: For the infos about the Soul of Chaos Dungeons and
            Equipment.

transcience: For infos about spells and that you need a level
             requirement for each Spell Level.

blacksniper: For pointing out how the Monk works.

SqureEnix: For creating the game.

Nintendo: For presenting this game.

GameFAQS: For hosting this guide.

If you want to be included in this section, email me about missing
details, mistakes, ect.

=====================================================================
15. Copyright, Disclaimer, etc.
=====================================================================
This document is Copyright 2007 Alexandre Mercier.  You may not
distribute this document to anyone in any form without my say so.  I
have nothing to do with SquareEnix or its affiliates.

The only sites who may use this guide are GameFAQS and his
affiliates.

If you see this document anywhere else, e-mail me at
[email protected] so I can do something about it.  Or at the
very least, give them a kick right in the shin.  I grant access to
this guide NOWHERE besides GameFAQS and his affiliates.  You need my
permission to use this guide for your personal use.



This guide was written only be ME and is based solely on my knowledge
of Final Fantasy 1 Dawn of Souls.  I did NOT claim any information as
my own if I didn't obtain it as my own.  Same goes with you.  Do not
copy this FAQ or any info found inside.  You may NOT post this FAQ on
any site without my say so.  I will prtect my work with everything I
can do with law.  No illegal copies will be tolerated.  You may not
sell this guide for money, it's for personal use ONLY.  The only
purpose of this FAQ is to help users find their way through Final
Fantasy 1 Dawn of Souls and no other purpose whatsover.  You don't
own any part of this work, even through downloading.

Final Fantasy FAQ/Walkthrough
Copyright (c) 2007
Shady_Knight/A Mercier
All rights reserved

All Final Fantasy related characters are property of SquareEnix

=THE END=