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Walkthrough

by Dark Vortex

*=============================================================================*
   *~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ -*
                       Final Fantasy Anniversary Edition
                                FAQ/Walkthrough
                           By: Dark Vortex (Quan Jin)
                            [email protected]
                                  Version 1.0
   *~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ -*
*=============================================================================*

This guide may be found on the following sites:

[http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[http://www.gamespot.com]--------------------------------------------[GameSpot]
[http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[http://www.neoseeker.com]------------------------------------------[Neoseeker]
[http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[http://www.cheats.de]----------------------------------------------[Cheats.de]
[http://www.supercheats.com]--------------------------------------[SuperCheats]
[http://www.honestgamers.com]------------------------------------[HonestGamers]

This guide is copyright (c)2008 Quan Jin

*=============================================================================*
    +---------------------------------------------------------------------+
                               Table Of Contents 
    +---------------------------------------------------------------------+
*=============================================================================*

      1. Introduction...............................................[1000]
      2. FAQ........................................................[2000]  
      3. Basics.....................................................[3000]
            3.1. Controls...........................................[3100]
            3.2. Battle System......................................[3200]
      4. Class System...............................................[4000]
      5. Walkthrough................................................[5000]
            5.1. The Four Warriors Of Light.........................[5100]
            5.2. An Elven Prince....................................[5200]
            5.3. Earth Shattering!..................................[5300]
            5.4. Volcanic Activity..................................[5400]
            5.5. The Airship........................................[5500]
            5.6. Citadel Of Trials..................................[5600]
            5.7. Waterlogged........................................[5700] 
            5.8. Fortress In the Sky................................[5800]
            5.9. Final Chaos........................................[5900]
      6. Soul Of Chaos..............................................[6000]
            6.1. Earthgift Shrine...................................[6100]
            6.2. Hellfire Chasm.....................................[6200]
            6.3. Lifespring Grotto..................................[6300]
            6.4. Whisperwind Cove...................................[6400]
      7. Equipment Listing..........................................[7000]
            7.1. Weapons............................................[7100]
            7.2. Shields............................................[7200]
            7.3. Headwear...........................................[7300]
            7.4. Body Armor.........................................[7400]
            7.5. Gloves.............................................[7500]
      8. Magic Spells...............................................[8000]
            8.1. Black Magic........................................[8100]
            8.2. White Magic........................................[8200]
      9. Shop Listing...............................................[9000]
            9.1. Weapon Shops.......................................[9100]
            9.2. Armor Shops........................................[9200]
            9.3. Black Magic Shops..................................[9300]
            9.4. White Magic Shops..................................[9400]
            9.5. Item Shops.........................................[9500]
      10. Boss Listing.............................................[10000]
      11. Bestiary.................................................[11000] 
      12. Version History..........................................[12000]
      13. Legal Disclaimers........................................[13000]
      14. Credits and Closing......................................[14000]

      To find a section quickly, press Ctrl-F and type in either the name 
      of the section along with its content number (ie. 1., 2., 3., etc.)
      OR you can use the codes on the far right. Simply type in the 
      brackets with the code number to get a jump. 

*=============================================================================*
    +---------------------------------------------------------------------+
                                1. Introduction                   [1000]
    +---------------------------------------------------------------------+
*=============================================================================*

The Final Fantasy Anniversary Edition was released on the PSP to commemorate 
the 20th aniversary of the Final Fantasy franchise. The first Final Fantasy
has been completely revamped graphics-wise with new character models and 
textures. While the gameplay hasn't changed all that much (except for a new
Labyrinth of Time dungeon), the visuals have improved enough to merit a 
replay for even those who have already played. 

I hope you find this guide useful. Thanks for reading this useless intro and
enjoy!

*=============================================================================*
    +---------------------------------------------------------------------+
                                     2. FAQ                       [2000]
    +---------------------------------------------------------------------+
*=============================================================================*

+-----------------------------------------------------------------------------+

      [Q] Roughly how long is this game?

      [A] Being the first Final Fantasy, the length of this game isn't too 
          long. Without a guide, it should take you a few weeks to find your
          way through the game as well as defeating the Soul Of Chaos 
          dungeon. 

+-----------------------------------------------------------------------------+
 
      [Q] Whenever I engage in battle, sometimes "Preemptive Strike!" or 
          "Ambushed!" appear at the top of the screen. What do those mean?

      [A] "Preemptive Strike!" basically means you caught an enemy off guard so
          all of your units will have the first strike. "Ambushed!" means that
          your opponents caught you unaware. Therefore, they will gain the
          first strike. 

+-----------------------------------------------------------------------------+

      [Q] What does the "Optimal" option mean when equipping my team?

      [A] The game will automatically select the top-stat items from your
          inventory for each character. It makes your job easier, but items
          with special qualities are overlooked. 

+-----------------------------------------------------------------------------+

      [Q] How do I get Excalibur weapon?

      [A] First, you need to get the Adamantite from the Flying Fortress. Take
          the Adamantite to the dwarf in the Mount Duergar to get it forged.

+-----------------------------------------------------------------------------+

      [Q] How do I get the Deathbringer weapon? 

      [A] The rare Deathbringer can only be obtained by defeating Black
          Knights. If you use the sword as an item, it can cast Death as
          many times as you'd like. 

+-----------------------------------------------------------------------------+

      [Q] This weapon says that it casts [Insert Magic Spell Here] whenever
          used. How do I do that? 

      [A] If you equip the weapon, it's not going to cast the spell. Instead,
          you have to select the weapon from the Item list by clicking on the
          Item button during battle. A weapon (occasionally armor) can be used 
          for a spell an infinite amount of times, but only once per battle.
          Some of these special weapons include Thor's Hammer, Razer, Light
          Axe, Mage's Staff, Healing Staff, etc. These are useful, but don't
          rely on them all the time. 

+-----------------------------------------------------------------------------+
  
      [Q] Where can I find the Tyrannosaur?

      [A] This hard-to-locate monster can be found around the lake north of
          Lufenia. A lot of walking around is required. 

+-----------------------------------------------------------------------------+
 
      [Q] Where can I find the Death Machine?
 
      [A] This special monster is one of the hardest to locate in Final 
          Fantasy I. You can find the Death Machine on the fifth floor of the
          Flying Fortress. Just walk around a lot and you should get it 
          eventually. However, the Death Machine itself is very difficult to
          kill so make sure you're ready for it. 

+-----------------------------------------------------------------------------+

      [Q] Where would be the best places to train later in the game?

      [A] The Chimeras of the Mirage Tower give a very hefty amount of EXP.
          Likewise, the Ochus and Neochus of the rivers (canoe required) also
          provide a lot of EXP. The best area to train is the Flying Fortress.
          Almost every battle will net you more than 1000 EXP. 

+-----------------------------------------------------------------------------+

      [Q] Does Temper and Haste stack on top of each other? 

      [A] Temper stacks so you can keep casting it to buff up your fighters.
          Haste, on the other hand, doesn't stack. If you cast it more than 
          once on the same character, it won't have any effect. 

+-----------------------------------------------------------------------------+

      [Q] Can magical barriers stack?

      [A] The NulBlaze, NulShock, etc. do not stack. Invisira can stack as 
          it continually ups your evasion until you reach the max. 

+-----------------------------------------------------------------------------+

      [Q] What?! The Duel Rapier is only one sword??

      [A] Duel (n.) A combat between two persons esp. one fought with weapons. 

          Dual (adj.) Double

+-----------------------------------------------------------------------------+

*=============================================================================*
    +---------------------------------------------------------------------+
                                    3. Basics                     [3000]
    +---------------------------------------------------------------------+
*=============================================================================*

Before you begin playing Final Fantasy, I strongly suggest you read the 
manual. For those of you without a manual, read the text below before you 
begin. 

~-----------------------------------------------------------------------------~
           ~ 3.1. Controls ~                                      [3100]
~-----------------------------------------------------------------------------~

        L Button                                                R Button
               |________________________________________________|_____ Triangle
              ,'_____/                                          \_____`. Button 
             /    _     .------------------------------------.    __    \ |
            |   _|_|_   |                                    |   |__|-----'
       ,-------|_>_<_|  |                                    | __    __  |
       |    |    |_|    |                                    ||__|  |__|----.
Directional |           |                                    ||   __     |  |
    Pad     |    ,-.    |                                    ||  |__|    |  |
            |    `-'    |                                    ||     |    |  |
            |           '------------------------------------'|     |    |  |
             \ _____                                  === === |   __|___/   |
              `.____\_________________________________|___|___|_,'  |    Circle
                                                      |   |   |     |    Button
                                      Select Button --'   |   | X Button
                                                          |   |
                                                          |   Square Button
                                               Start Button

Directional Pad
---------------
~ Move the character.
~ Move the cursor. 

X Button
--------
~ Confirm.
~ Talk.
~ Examine.
~ Board and disembark vehicles such as an airship. 

Circle Button
-------------
~ Cancel.
~ Return to previous screen.
~ Move faster in towns and dungeons (press and hold).
~ Press O Button + Select to display the world map. 

Triangle Button 
---------------
~ Status screen.

Square Button 
-------------
~ Bestiary.

L Button
--------
~ Change pages (available in menus where [L] or [R] appears at the edge of
  the screen).

R Button
--------
~ Change pages (available in menus where [L] or [R] appears at the edge of
  the screen).

Start
-----
~ Display the main menu. 

Select
------
~ Press O Button + Select to display the world map.

~-----------------------------------------------------------------------------~
         ~ 3.2. Battle System ~                                   [3200]
~-----------------------------------------------------------------------------~

Below is a rather crude ASCII depiction of the battle interface. You will see
one of these pop up whenever your group engages in battle. 

               ,----------------------[1]----------------------.
               ||_____________________________________________||
               |                                           ____|
               |,'--------------.           ,-------------'    |
               |             [2] `----------'                  |
               |                                       O       | 
               |   O                      R U TUFF    -|-      |
               |  \|/                     ENUFF?!1    / \      |
               |  / \                         `------->O       |
               |      [3]                             -|-  [4] |
               |   O                                  / \      |
               |  \|/                                  O       |
               |  / \                                 -|-      |
               |                                      / \      |
               |   O                                   O       |
               |  \|/                                 -|-      |
               |  / \                                 / \      |
               |           __________                          | 
               |,---------|          |------------------------.|
               | Dudes  3 | Attack[6]|   Quan    999/999   999 |
               |    [5]   | Magic [7]|   Rich    666/666   666 | 
               |          | Items [8]|   Jacco   001/001   001 |
               |          | Equip [9]|   Steve   069/069   069 | 
               |          | Flee [10]|    [11]     [12]    [13]|
               `----------'----------'-------------------------'

               [1] Battle Message Display --- Descriptions of 
                   spells or items can be located here. Also,
                   important battle speak will also appear hear. 
               [2] Game Field --- All the action and appearance
                   happen on this board. Normally, there will be
                   a background as the battle area.
               [3] Enemy Side --- All of your enemies can be
                   located on the left side.
               [4] Your Side --- All of your available units can
                   be located on the right side.
               [5] Enemies --- All of your enemies are listed 
                   here. The amount on the field during the battle
                   is displayed to the right of the name. 
               [6] Attack Option --- Attack your enemy with a 
                   physical attack.
               [7] Magic Option --- If physical attacks won't 
                   work for you, use magic.
               [8] Item Option --- If you need to use an item 
                   during any given moment, use this option.
               [9] Equip Option --- Need to change a character's
                   equipped items? Just give this option a fly.
              [10] Flee Option --- When all else fails, you can
                   always just run away. Fleeing a battle isn't
                   always guaranteed.
              [11] Name Column --- All of your characters' names
                   are depicted here.
              [12] HP Column --- The remaining HP for each unit
                   is right here.
              [13] MP Column --- The remaining MP for each unit 
                   is right here. 

*=============================================================================*
    +---------------------------------------------------------------------+
                                4. Class System                   [4000]
    +---------------------------------------------------------------------+
*=============================================================================*

There are six classes, each with their upgradeable counterparts that can be
found and done sometime in Final Fantasy I. Each of them have their ups and 
downs so there really is "definitive" party to have. However, there are a 
few no-nos. A party of four Black Mages wouldn't make sense... right? If you
have common sense, you should be able to figure things out for yourself.

[-----------------------------------------------------------------------------]

      --------------
      Warrior/Knight 
      --------------

       The main physical class in Final Fantasy. Warriors are capable of 
       wielding a variety of battle weapons including Swords, Axes, and a 
       bunch of other stuff. Although evade and accuracy usually aren't their
       strong points, Warriors can still become an admirable attacker usually
       leading off attacks. Once you upgrade your Warrior into a Knight, he
       will be capable of using weaker White Magic. Many people choose to have
       two or even three Warriors in their groups at a time. The benefits 
       outweigh the flaws so the Warrior is a great choice, if not the best
       possible class choice. 

      -----------
      Thief/Ninja 
      -----------
       
       The Thief was a hated character class in the original Final Fantasy.
       With terrible attack and defense stats, the only real benefit Thieves
       provided was their evade and luck statistics. Basically, Thieves are
       just hard to hit and very good at running away. So why do people still
       use this terrible beginning character? Well, once you upgrade a Thief
       to a Ninja, you gain many advantages. First of all, the Ninja is  
       capable of casting Black Magic. Second, the Ninja gains the ability to
       hold a wider range of weapons including the exclusive Monk Nunchakus. 
       Even so, you still might not want a Thief in your group. I prefer to 
       have a Monk in one's place.

      -----------
      Monk/Master
      -----------

       Monks are the TRUE physical units of Final Fantasy. Being martial art
       masters, they can fight without weapons or with Nunchaku. However, the
       general public has found that actually fighting without weaponry can
       be more beneficial to your team as Monks deal more damage. Especially in
       the beginning of the game, Monks are heavy attackers dealing very high
       HP damage at lower levels although Monks are nowhere near well rounded
       in terms of stat growth. Defense growth is usually terrible and Magic
       stats are practically non-existent considering Monks and even the 
       upgraded Masters are incapable of dealing magical spells. 

      -------------------
      Red Mage/Red Wizard
      -------------------

       Red Mages are no doubt, the most versatile magic casters in Final 
       Fantasy. However, their ability to use both Black and White Magic can
       provide some problems too. Because a mage can only learn three spells
       of each level, you will have to choose to learn 3 spells out of 8 
       rather than the standard 3 spells out of 4. Choosing can become 
       difficult. Nevertheless, Red Mages are still good magic casters and 
       at the same time, can be pretty effective even with physical attacks.
       Just make sure that you keep a good balance or teach it certain
       magic only as in only Black or White Magic. 

      -----------------------
      White Mage/White Wizard
      -----------------------

       The best and probably the only support unit in the game (apart from the
       Red Mage... optionally) is the White Mage. With spells that can heal,
       protect, and cure, White Mages are generally useful assets. Rather 
       than using a Potion or Phoenix Down, you can simply cast Cura or Life
       upon one of your allies. However, White Mages don't have very good 
       attack or defense growth. That's irrelevant as you shouldn't be using
       a White Mage as an offensive attacker anyway.

     -----------------------
     Black Mage/Black Wizard
     -----------------------
 
       The offensive magic caster in Final Fantasy is a Black Mage. Capable of
       casting elemental magic spells along with a number of offensive or 
       supporting spells, Black Mages are very powerful in their trade. 
       The first few learnable spells are useful, but once you get down to 
       castings such as Death which causes an instant KO or Flare which deals
       heavy damage through light and heat, Black Mages suddenly become way
       cooler. A full-powered Black Wizard with Magic stats off the charts 
       can terrorize an enemy team. 


*=============================================================================*
    +---------------------------------------------------------------------+
                                 5. Walkthrough                   [5000]
    +---------------------------------------------------------------------+
*=============================================================================*

Well, the walkthrough is listed below. While reading through it, I strongly
recommend taking all the advice I give you. If you fail to fully follow 
every step, your game might be scarred forever. On the same note, don't use
this walkthrough unless you are planning to use it from start to end. 
If used at different interims, certain areas of the game or items might be 
missed... and that's not cool. Finally, know that you will be using the world 
map very often. Just remember that the combination to bring it up is "Select + 
O Button."

I will also not mention the Soul Of Chaos dungeons (at least in terms of going
to them). For information on that, check the Soul Of Chaos's respective 
section. 

Anyhow, enjoy the walkthrough and take any necessary precautions.



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.1. The Four Warriors Of Light ------------- [5100]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~] 



At the very start, you'll be asked to select your party from six possible
character classes. 

Confirm the party that you created and the game will finally begin. A dark
entrance cutscene will appear. Read through it if you'd like, but it doesn't
really give too much input on the story despite some background information on
the legendary "crystals." Anyhow, once that short intermission ends, you will
find yourself standing outside a town. (Don't ask me how you got so big.) 
Walk up a little bit and enter the village by "stepping" into it.

                         __________________________
                    ---=|         Cornelia         |=---
                         ��������������������������    

As you enter, move around a bit and get a feel for the game's controls. There 
are a few people to talk to. However, if you'd like to explore the town first, 
don't converse with the soldier that appears at the exit. Notice the Inn right
by the entrance. Although your units are maxed in HP and MP, whenever you need
to refresh your party, head to an Inn. The pay to stay in the Cornelia Inn is 
30 Gil. That's pretty cheap compared to later towns. 

Starting with 500 Gil, you don't have too much to spend. However, you can find 
a bit of stuff by locating the Weapon and Armor Shop. Distinguish between 
those two as the Weapon Shop has a "sword" insignia while the Armor Shop has a 
"shield" logo.

            Cornelia Weapon Shop ~
            ====================
                 * Nunchaku -- Wooden Nunchaku. 
                      Cost: 8 Gil
                      Class: Monk, Master, Ninja

                 * Knife -- A small knife. 
                      Cost: 4 Gil
                      Class: Warrior, Thief, Red Mage, Black Mage, Knight, 
                             Ninja, Red Wizard, Black Wizard

                 * Staff -- A wooden staff.
                      Cost: 4 Gil
                      Class: Warrior, Monk, Red Mage, White Mage, Black Mage,
                             Knight, Master, Red Wizard, White Wizard, Black
                             Wizard

                 * Rapier -- A sword with a slender blade.
                      Cost: 8 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                             Wizard.

                 * Hammer -- A hammer made for battle.
                      Cost: 8 Gil
                      Class: Warrior, White Mage, Knight, White Wizard, Ninja

            Cornelia Armor Shop ~
            ===================
                 * Clothes -- Ordinary clothing.
                      Cost: 4 Gil
                      Class: [All]
  
                 * Leather Armor -- Armor made of hardened leather.
                      Cost: 40 Gil
                      Class: Warrior, Monk, Thief, Red Mage, Knight, Master, 
                             Ninja, Red Wizard
 
                 * Chain Mail -- Mail of interwoven chain links.
                      Cost: 65 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

There are limited choices considering the amount of Gil you have and being
this early into the game. However, try to upgrade some of your characters at
least a little. The Rapier and Hammer are both very effective weapons. 
Likewise, some Leather Armor or Chain Mail for those that can wear them will
also be useful. Next, find your way north of the two shops to the two magic
shops. The Black Magic Shop is on the left as it has a black fill in its logo
and the White Magic Shop is on the right with a white fill in its sign. 

            Cornelia Black Magic Shop ~
            =========================
                 * Fire -- Deals fire damage to one foe.
                      Level: 1 
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

                 * Sleep -- Puts all foes to sleep.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

                 * Focus -- Lowers one foe's evasion.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

                 * Thunder -- Deals lightning damage to one foe.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

            Cornelia White Magic Shop ~
            =========================
                 * Cure -- Restores a little HP to one ally. 
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight
 
                 * Dia -- Deals damage to all undead foes.
                      Level: 1
                      Cost: 50 Gil
                      Class: White Mage, White Wizard

                 * Protect -- Raises one ally's defense.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Blink -- Raises caster's evasion.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

As you buy spells, keep in mind that a magic caster may only learn a maximum of
three spells per level. Cornelia only holds Level 1 spells so your mages may
only learn three of each spell. As you advance through the game, Level 2 or
3 spells will appear. Even with three Level 1 spells down, you can still learn
three Level 2 spells later on. Don't waste your money if you know that you are
just going to discard a spell later.

Review the spells and fill up your magic units' spell lineup. Exit the shops 
and head a bit to the east. Cross over a small bridge while moving east and 
you should come to a church-like building. This is a Sanctuary. If your units
ever fall in battle, and you don't have Phoenix Downs or Life spells to use,
bring that unit to the Sanctuary, and the bishop will revive them at the cost
of a usually hefty fee. Guess mad "skillz" don't come cheap. 

Since none of your units probably are KOed at this point, I'd suggest 
bypassing the Sanctuary at the moment. Leave the building and head south 
across another small causeway over a stream. A building with a "teacup" logo
on it should appear to your character's left. This is another form of a shop
that sells Potions and that jazz. Enter the Item Shop and see what's around.

            Cornelia Item Shop ~
            ==================
                 * Potion -- Restores 50 HP.
                      Cost: 40 Gil

                 * Antidote -- Cures poison.
                      Cost: 50 Gil
                 
                 * Phoenix Down -- Revives one KO'd ally.
                      Cost: 500 Gil
 
                 * Sleeping Bag -- Partially restores party's HP.
                      Cost: 50 Gil

Suggest buying a few Potions and Antidotes. Don't worry as these items will 
still be available after the next portion of the game. Now that you finish
browsing Cornelia, consider exiting the town. However, all of them are blocked
by soldiers. Talk to one of them and he'll be awed at the crystals your 
characters are holding. (Huh, what crystals?) With that, he ends by exclaiming
that YOU MUST SEE THE KING AT ONCE!! *gasp*

                         __________________________
                    ---=|     Castle Cornelia      |=---
                         ��������������������������    

Now with your party led inside the castle, you stand before the King. At 
first, he asks to see the crystals. Laying them out, the King notices that 
they are indeed genuine. Lukahn's prophecy has certainly come true. While the
King's advisor still doubts your team being the four warriors, you have an 
objective to complete. The princess of Cornelia, Sarah, is missing. Being the
four "supposed" warriors of the light, the King orders that you find her. 

However, it will be somewhat dangerous. One of the finest swordsman EVAR has
taken her captive. Although your team aren't really that great of warriors,
the King here still believes that you shall save the world. With a quick 
warning about the swordsman Garland, the King shuts up and leaves you back at
the controls. Now that your briefing is complete, leave the castle by heading
straight south. Head into Cornelia if the need arises. When ready, leave the 
town and venture into the wilderness...

Now back outside and fully equipped, begin heading away from the town 
northward. Prepare to meet some of your first fights in this portion of the
game. Even at your 00ber level of 1 however, the Goblins that attack you 
should still fall easily. In fact, before walking too northward, engage and
try to gain a few levels. Slowly make your way north and you should notice
the incomplete bridge. Ignore that and head in the northwest direction on a 
wide land bridge. 

As your party continues, some mountains should appear on your left and right.
Notice a small cave on the left side of the valley. Bypass that at this point
as it holds no relevance to the task at hand. The path will begin to the
lean northwestern-ish so follow closely. Venture through another forest-like
area. At this point, the Chaos Shrine should appear ahead. Note the sudden
change in enemy types around this area. Instead of the standard Goblins we
saw before, some Skeletons will begin popping up here and there.

Garland has taken refuge in this shrine. Before you enter, try to level up 
your units a bit. Level 3 or 4 is a good figure. Some of the monsters around
the Chaos Shrine provide a lot of EXP. However, don't let them gang up on 
you. Considering your low level, they might cause you a few problems. When you
feel ready to take on Garland, enter the shrine...

                         __________________________
                    ---=|       Chaos Shrine       |=---
                         ��������������������������    

Before moving, get a feel for what the Chaos Shrine looks like. It isn't 
exactly considered a dungeon seeing as it only is a one floor area. Anyhow,
this shrine is symmetrical both vertically and horizontally. Before fighting
Garland, look around for treasures. Head to the southwestern corner and find
a door. Walk into it and the room the door hid will light up. Inside, you'll
find a treasure chest. Open it for a Leather Cap. 

The other two treasures are in the northwestern corner of the shrine. Venture
up there fighting any opposition that appears. Once there, head through 
another door and two chests will be revealed in front of you. Open the right
one for a Potion and the left one for a Tent. Now with the treasures of the
Chaos Shrine collected, find your way back to the entrance area. However, don't
exit yet as we still haven't defeated Garland.

Hopefully, the monsters that you fought while collecting the items have given
you some EXP. If you aren't already at Level 4-5, begin to train now or you
will be sorry later. Use the Potions that you bought back at Cornelia as 
needed. If you absolutely have to, run out the Chaos Shrine back to Cornelia
and heal at the Inn. Whichever way you choose to level up and stay alive, be
ready for Garland. From Chaos Shrine's entrance, head straight up through a 
door. Talk to the ugly dude... oh wait, that's Garland. 

     Boss Fight: Garland ~
     =-----------------=
          Well, it looks like the King was right in who had kidnapped his 
          daughter. Being the meanie that he is, Garland challenges you and 
          your team to a fight. This is the fight against Garland, the first
          boss battle of the game. Obviously, you might have a bit more 
          trouble here then with some of the Goblins hanging around. If you
          are at a legitimate level, the battle will flow much quicker. 
          Garland himself has pretty high attack stats. For the most part, 
          he spends all his turns just hitting your units. Use offensive magic
          and a bunch of physical strikes to take him down. Use Potions and
          White Mage Cures when you need them. As long as you're diligent, 
          Garland will fall easily. 
          
Once Garland is taken down, his body disappears. (That means that he's dead.)
Your team moves forward a bit and the Princess will wake up. Noticing what has
just happened, she is instantly grateful for your rescue (Yay). With that, she
introduces herself as Sarah, princess of Cornelia as if you didn't already 
know that. Congratulations on your first boss fight of the game!

Once you bring her back to Castle Cornelia, the happy King will give you some
words of appreciation. Without a doubt, your team is definitely the four 
warriors of light that Lukahn's prophecy had stated. If you didn't know it 
yet, the King will recite some of it for you. Following, he'll tell you of a 
crystal on the continent toward the north. As promised, his majesty will have
the bridge built as quickly as possible.

Finally, you have the option to leave the castle. Sarah will stop you for one 
last moment and give you the Lute (whatever the heck that is). Once you take 
it, leave the castle and a cutscene will ensue shortly afterward. The director
of the bridge operation will order his men to quickly finish up the bridge.
Watch it finish and a single worker will ask what the bridge has to do with
the prophecy. The four warriors of light are here in Cornelia. Now, the 
adventure begins.

With the bridge complete, a large portion of the overworld will become 
available to us. Before we go, take some time to head into Cornelia one last
time. Heal at the Inn if you'd like and stock up on some Potions and Antidotes
before you go. When you feel ready, leave town and head to the bridge north
of Cornelia. Now finished, cross over it and a scrolling text-type cutscene
will appear. 

It really kind of leaves you with a warm, fuzzy feeling inside, doesn't it? 
The title screen will pop up afterward. While the previous situations paved 
the path, the real adventure starts now after crossing this bridge. Once the
title screen rids itself, step from Cornelia onto the next continent. The 
Final Fantasy adventure begins... now. 

As you progress along this thin strip of land, some mountains will appear 
ahead of you splitting the path ahead in half. The left fork leads you to a 
special cave, but we can't really do anything over there. Instead, take the
"right" turn (BAD PUN ALERT!) and continue along. From this point, continue
east through a thick forest. By now, you should begin seeing more dangerous
monsters infesting the area. Ogres and Warg Wolfs infest the area. Although
they provide a lot of EXP, they can easily kill off your weaker team.

So continue trudging east dealing with the enemies you find as best as you
can. Use White Magic Cures or Potions to keep your units in tip-top shape. 
If you can survive, take a few moments to level up your characters. Level 7
is a good figure at this point. If you continue advancing east, you should
eventually hit a shoreline. Now begin moving southward and find yourself upon
a small town. Enter. 

                         __________________________
                    ---=|          Pravoka         |=---
                         ��������������������������    

As you enter the area, some activity seems to be going on. The civilians are
in a frantic state (even though they aren't acting like it), but for what 
reason? Anyhow, Pravoka's Inn is directly due north of the entrance. Just walk
straight up and you should reach it. Heal your units there for a fee of 50
Gil. Also, head to the Sanctuary if any of your units need reviving. Note that 
the farther away you get from Cornelia, the more expensive the Inns and 
Sanctuaries become. 

Exit the Inn or Sanctuary and head to the northwestern area of town. Three 
pirates are valiantly standing around as if they own this joint. Talk to the
dude in the center. Bikke is a pirate who apparently likes to terrorize this
town. Talk to him and he'll tell you that you must have "cannon balls of 
steel" (NOW THAT IS FUNNY!) to be taking him own. Bikke's illiterate henchmen 
now will engage you. "We'll make their bones go crunch!"

Now for the scripted battle against Bikke's nine Pirates. Each Pirate is 
physically weak, but they do have numbers on their side. With a full count of
nine, they can easily overwhelm you. Don't let that happen and slice away at
each one. I'd suggest using Sleep to put them out of commission for a little
while. Anyhow, defeat all nine of them. They aren't too hard so you shouldn't
that much trouble. 

Now that his Pirates are down and out, Bikke will instantly crack down and 
apologetically accepts his defeat. Despite not fighting his own battle, Bikke
swears he won't do anymore pirate stuff. To really show his true nature, he
actually gives you his Ship! Well, we have just turned a mean pirate into an
ethical person. Congratulations... er... on that!

Now that Pravoka is no longer terrorized by those wannabe pirates, you might
want to check out the Ship that you received. Leave the town and get on it.
Ride around a bit if you'd like. Before continuing however, I'd suggest 
heading into town and checking the various stores. Hoorah!

            Pravoka Weapon Shop ~
            ===================
                 * Hammer -- A hammer made for battle.
                      Cost: 8 Gil
                      Class: Warrior, White Mage, Knight, White Wizard, Ninja

                 * Broadsword -- Sword with a wide, double-edged blade.
                      Cost: 450 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                 * Battle Axe -- An axe made for battle. 
                      Cost: 450 Gil
                      Class: Warrior, Knight, Ninja
   
                 * Scimitar -- A sword with a curved blade.
                      Cost: 160 Gil 
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red 
                             Wizard
 
            Pravoka Armor Shop ~
            ==================
                 * Leather Armor -- Armor made of hardened leather.
                      Cost: 40 Gil
                      Class: Warrior, Monk, Thief, Red Mage, Knight, Master,
                             Ninja, Red Wizard
 
                 * Chain Mail -- Mail of interwoven chain links.
                      Cost: 65 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja
 
                 * Iron Armor -- Armor made of thinly hammered iron.
                      Cost: 640 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Leather Shield -- A shield made of hardened leather.
                      Cost: 12 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Leather Gloves -- Gloves made of leather.
                      Cost: 50 Gil
                      Class: [All]

            Pravoka Black Magic Shop ~
            ========================
                 * Blizzard -- Deals ice damage to one foe. 
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
   
                 * Dark -- Blinds all foes with darkness.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Temper -- Raises one ally's attack. 
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Slow -- Reduces all foes' number of attacks.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

            Pravoka White Magic Shop ~
            ========================
                 * Blindna -- Cures darkness.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight
 
                 * Silence -- Prevents all foes from casting spells.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * NulShock -- Reduces lightning damage by half.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Invis -- Raises one ally's evasion.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

            Pravoka Item Shop ~
            =================
                 * Potion -- Restores 50 HP. 
                      Cost: 40 Gil
      
                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Antidote -- Cures poison.
                      Cost: 50 Gil
   
                 * Eye Drops -- Cures darkness.
                      Cost: 50 Gil
 
                 * Phoenix Down -- Revives one KO'd ally.
                      Cost: 500 Gil

As you can see, there's a lot of shopping opportunity here in Pravoka. Out of
all of them, I'd strongly suggest picking up a Broadsword, Scimitar, and
Battle Axe (depending on what your group is made up of) along with some Chain
Mail, Iron Armor, Leather Shields, and some Leather Gloves. A bunch of new
Level 2 Black Magic and White Magic spells are also available for sale at a 
hefty price of 250 Gil. 

There's a lot to buy, and you probably don't have too much Gil. That's easily
fixed by just heading back into the overworld and training with various 
monsters. Build up your Gil stockpile and refit your team as needed. When you
finish shopping and upgrading, head out of Pravoka and take your Ship out to
sea. 



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.2. An Elven Prince ------------------------ [5200]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



Surprisingly, monsters can still attack you while on the Ship. Obviously, they
can swim so expect water-based enemies here. Wait a second, what did we learn
in grade school science? Doesn't water conduct electricity? Use your Thunder 
spells to mess with their weakness and they will fall quickly. Anyhow, when
you finish messing around, begin sailing westward. When you reach the fork in
the water, take the one leading east. The river will begin to widen up. You 
should still head west rather than south. You should hit land as well as the
edge of Cornelia. Head to the south end of the town and get off at the dock. 

Well, if you need refreshing, the Inn is always there. Also, buy a few more
Potions in case your weakling team breaks down. When you are ready, head back
onto the Ship and begin sailing south. If you care to know where you're going
exactly, bring up the world map with O Button + Select. There's a continent
just below Cornelia. The red dots indicate towns or villages. Judging by the
name of this section, we are heading to an elf-infested town, Elfheim. 

Anyhow, you should eventually hit land. From there, locate the dock to your 
west and have your team get off. Trudge south through a thick forest and 
Elfheim should appear in the clear. It's a rather small, yet cozy village
inhabiting a number of elves. Loom at the north end is a large castle. Instead
of heading inside the castle however, let's head into the village instead.
Ladies and Gentlemen, welcome to Elfheim. 

                         __________________________
                    ---=|          Elfheim         |=---
                         ��������������������������    

Elfheim has all the ingredients for a great rest area. Just as you enter, an
Inn should appear a bit forward to your north. Rest up there (live with the 
"higher" fee) and when your team is refreshed, walk around a bit. The citizens
of Elfheim are frantic just like those citizens of Pravoka. However, it isn't
pirate problems. Rather, it seems that their Prince is in a terrible trouble!
Geez, is every single town in a state of disarray? Guess we need to save the 
day once more. But hey, this is an RPG after. 

Before we take any action, let's walk around and browse the stores. From the
Inn, head due south and the Weapon Shop will be in sight. 

            Elfheim Weapon Shop ~
            ===================
                 * Iron Nunchaku -- Nunchaku made of iron.
                      Cost: 160 Gil
                      Class: Monk, Master

                 * Dagger -- A large knife.
                      Cost: 140 Gil
                      Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                             Ninja, Red Wizard, Black Wizard

                 * Crosier -- A staff topped with an iron ring. 
                      Cost: 160 Gil
                      Class: Warrior, Monk, Knight, Master, Ninja
   
                 * Saber -- A long sword made for piercing. 
                      Cost: 360 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red 
                             Wizard

If you have a Monk at this point, I strongly suggest keeping him weapon-free.
Take my word for it; Monks are much more useful without a weapon at this 
point. Other than that, the Dagger is good for any weaker Black Mages and
the Saber can be useful for your Thief/Red Mage. Your Warrior shouldn't be
upgraded at this point. Anyhow, when you are done browsing the shop, exit and
head north and west. Pass the Sanctuary as you move on and enter the Armor
Shop. 

            Elfheim Armor Shop ~
            ==================
                 * Iron Armor -- Armor made of thinly hammered iron.
                      Cost: 640 Gil
                      Class: Warrior, Knight, Ninja
     
                 * Copper Armlet -- An armlet crafted from copper.
                      Cost: 800 Gil
                      Class: [All]
 
                 * Iron Shield -- A shield wrought from iron.
                      Cost: 80 Gil
                      Class: Warrior, Knight, Ninja

                 * Leather Cap -- A cap made of leather.
                      Cost: 65 Gil
                      Class: [All]
 
                 * Helm -- A small helm.
                      Cost: 80 Gil
                      Class: Warrior, Knight, Ninja

A lot of upgrading opportunities here. One thing I would greatly discourage
would be the Copper Armlet. Even though it's only an Armlet, it's the most
expensive item in the shop. You are much better off buying it later when your
Gil stockpile grows a bit larger. Your Warrior can be upgraded here with an
Iron Shield and Helm. North of the Armor Shop is the Item Shop that you 
might want to check out. 

            Elfheim Item Shop ~
            =================
                 * Potion -- Restores 50 HP.
                      Cost: 40 Gil

                 * Antidote -- Cures poison.
                      Cost: 50 Gil

                 * Gold Needle -- Cures stone.
                      Cost: 500 Gil

                 * Echo Grass -- Cures silence. 
                      Cost: 50 Gil

                 * Tent -- Partially restores party's HP and MP.
                      Cost: 160 Gil

Again and furthermore, buy whatever you want. I'd suggest against the Gold
Needle considering its price. Having a few Tents would be a good idea in 
dungeons and such. Anyway, when you are ready, exit the Item Shop. But wait,
haven't I forgotten to mention something? Ah yes, the White and Black Magic
Shops. However, there was a reason I left them for last.

Elfheim has something that Pravoka and Cornelia didn't have. That would be two
different Black Magic Shops and two different White Magic Shops. In Elfheim,
you can actually buy both Level 3 and Level 4 spells! The Level 3 shops are 
located more toward the middle of the area. The higher end spells (Level 4)
can be found more north. Browse each and every shop if you choose. 

            Elfheim Black Magic Shop (Level 3) ~ 
            ==================================
                 * Fira -- Deals fire damage to all foes.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
 
                 * Hold -- Paralyzes one foe.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Thundara -- Deals lightning damage to all foes.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
 
                 * Focara -- Lowers evasion of all foes. 
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

            Elfheim White Magic Shop (Level 3) ~
            ==================================
                 * Cura -- Restores HP to one ally. 
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Diara -- Deals damage to all undead foes.
                      Level: 3
                      Cost: 1000 Gil
                      Class: White Mage, White Wizard

                 * Nulblaze -- Reduces fire damage by half.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Heal -- Restores a little HP to entire party.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

            Elfheim Black Magic Shop (Level 4) ~
            ==================================
                 * Sleepra -- Puts one foe to sleep.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Haste -- Doubles one ally's number of attacks.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Confuse -- Causes foes to turn on each other.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
 
                 * Blizzara -- Deals ice damage to all foes.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

            Elfheim White Magic Shop (Level 4) ~
            ==================================
                 * Poisona -- Cures poison.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard
 
                 * Fear -- Drives all foes away in terror.
                      Level: 4
                      Cost: 2500 Gil
                      Class: White Mage, White Wizard

                 * NulFrost -- Reduces ice damage by half. 
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard

                 * Vox -- Cures silence.
                      Level: 4
                      Cost: 2500 Gil
                      Class: White Mage, Red Wizard, White Wizard

As you can see, these magic spells can easily empty your wallet. Therefore, 
I'd only suggest buying the spells that you REALLY need. Some of the Level 4
spells are very useful, but considering the amount of Gil you probably have
right now, I can advise you buy the Black Mage techniques, Haste (Level 4) and 
Fira (Level 3) only at this point. For White Mages, I'd strongly suggest 
Poisona (Level 4) as some of the enemies in the near future will terrorize you 
with poison. Heal and Cura (both Level 3) are also very useful. 

If you need more funds, there's nothing more you can do but to battle, battle,
and battle some more. The Ogre and Ogre Chiefs hanging around can give you a 
lot of money really fast. Likewise, if you battle some Buccaneers or Sahagins
while on the seven seas, you can also get a lot of Gil. If you can't buy 
everything yet, don't fret. There's always later to come back here once you
get rich. When you are ready (or you get sick of working for your money), head 
into the castle and figure out what's going in Elfheim. 

                         __________________________
                    ---=|        Elven Castle      |=---
                         ��������������������������    

Once you are in the area, talk to a few of the guards hanging around. They all
say basically the same thing. Some dude named Astos had poisoned the Prince 
into some deep sleep as well as running away with Elfheim's treasures. How
original. Anyway, you can find the Prince's chamber by going straight up from
the entrance and then taking a left and then going through the door to the
north.

The Healer is standing beside the Prince who is now in a dazed state of 
slumber. He tells you of a possible medicine that might exist... somewhere.
Well, we are probably expected to find this cure. Seeing as the people here 
are not really too much of a help, we might as well leave. Enter Elfheim for
the last time before we venture off and buy a few Antidotes and Potions. 
You will see why later. Expect the Marsh Cave to be quite a tough situation. 

Anyway, from Elfheim, begin moving due west. Some mountains will be there to
block most of your path, but there is a small passage that can be found 
somewhere along that range. Make your way through and follow the mountain to
the west's wall. Stick along it while beating up random enemies. Now would be 
a great time to level up as Marsh Cave is up ahead. The monsters there are 
very problematic for a dungeon so try to get your levels to at least 13-14.

You are currently located inside a rounded area. The mountains surround
you in a circle. The only two openings back to the outside world are through
the small valley you entered from, and wider exit toward the northwest. 
A lake borders the northern edge, but we can't cross that from this point. If 
you are confused about your position, look at your world map and enlarge the 
picture to get better detail. Find your way to the northwest corner and exit 
through the small valley opening at that corner. It's not really that hard to
find, just hard to describe. Head north, walk a little, and enter the 
Western Keep. 

                         __________________________
                    ---=|       Western Keep       |=---
                         ��������������������������    

The Keep is deserted... or so it seems. Anyhow, begin moving forward and then
to your left. There's a door just north of that corridor. Walk inside and 
you will find a King sitting on his throne. Apparently, his castle really 
failed to make any form of improvement in this wretched state. The King inside 
asks of you to find a Crown for him from the Marsh Cave. There's nothing else 
to do here so just leave. 

Now that that is over with, begin making your way south. Some mountains will
crowd the way a bit, but it is completely possible to get through. Head all
the way to the southernmost point. In the ground, you should see a hole. 
Welcome to the Marsh Cave. Now let's get to retrieving that Crown. 

                         __________________________
                    ---=|        Marsh Cave        |=---
                         ��������������������������    

Okay, welcome to the Marsh Cave, one of the most annoying dungeons. I hope you
taught your White Mage Poisona as you will probably need it down here. Anyhow,
from the start, you have two ways to go. The top path leads to the B2 which
in turn, leads to nothing. However, there are a few items that you might want
to collect. The path leading south is the "real" way to go as you will need it
to progress. If you want to bypass the various treasures hanging around, skip
the next two paragraphs. 

Anyway, if you do want to pick up some items, take the path leading north. 
Walk yourself through the twisting path until you reach a staircase at the 
end. Descend and you should find yourself one floor below. The enemies here
can be pretty nasty. From the stairs, go up and around the pillar wall and
then head due west. There will be a doorway to your north. Go through and 
pick up the 680 Gil in that chest. 

Exit that room and continue west. When there is a path leading north, take it
and have your party walk around the room containing the 680 Gil. Walk all the
way to the end and turn south once the wall hits you. Then walk around this 
next room and enter it once you reach the door. The chest will contain a 
Dagger. Snatch that and then make your way to the very bottom of this area.
Another door will lead into a room containing two chests. One of them has a
Broadsword and the other holds 620 Gil. Take your prize. With that, find the
staircase leading back to B1. Then make your way back to the Marsh Cave
entrance stairs.

Now, from the Marsh Cave entrance stairs, begin making your way southbound.
Beware of the Ghouls and Crawlers hanging around as they can paralyze you. 
Another monster that should be noted, the Green Slimes, are only affected by 
magic. Using physical attacks against them would be a waste of turns. Also,
the Green Slimes are capable of poisoning. Poisona, as recommended before,
would really help you out with that. Anyhow, continue south until you reach a 
fork in the path. The east path leads to nothing and basically sends you into 
a dead end so take the south path.

At the very southeastern corner is a room. The door is on the south wall so
enter and you will find a ladder leading below. Take it down and you should
be in B2 again but in a different location. From this room are three doors 
leading out. It doesn't matter which one you exit from as they all lead you
to the same room. From here, begin heading south against the pillars (they
block your path east) until you reach the very bottom point. From there, head
east and then go around. Keep moving east and walk through the door at the 
end. In this room, there's another door even more to the east. Exit through 
there and you should finally reach a set of stairs to Marsh Cave B3.

Unlike the other two floors, Marsh Cave B3 is actually well organized. You 
might not be able to see it from the start, but this floor is made up of a 
4x4 collection of rooms. The room closest to your position in the northwestern
corner contains a chest holding a Phoenix Down. Pick that up. From there,
venture all the way to the other end in the northeastern corner. In that 
room, you will find 295 Gil. Walk down to the second row and move to the two
western-most rooms. The room second to the wall has a Cottage and an empty
chest (if you picked up the Phoenix Down previously). The western-most one in
the second row has a Copper Armlet. 

The third row has the Crown in it. However, before engaging, you might want to
pick up the final prize, which is 385 Gil in the room second to the east wall.
The fourth row has doors all bound by the Mystic Key. We'll get that little
item eventually, but for now, let's find that Crown here. Walk yourself into
the room on the third row that is second to the west wall. When you enter, 
there is a chest on the ground. Run up to it, and the Piscodemons will engage
you!

I wouldn't know if this really qualifies as a boss fight (I've seen it listed
as one in other places), but it is scripted and it is actually pretty 
tough if you aren't careful. These Piscodemons come in numbers and will jump 
at you as soon as you step in front of the chest containing the Crown. Anyhow, 
note that these Piscodemons actually hit you pretty hard. Focus your attacks 
and use a good balance of offensive magic and physical strikes to take down 
all of them. Having a White Mage that uses Cura wouldn't be a bad idea.

Once those Piscodemons are out of the way, you can open the chest and find
the Crown! Some music will play to notify you of your success. Okay, now what
was the whole point of coming to the Marsh Cave again? To find the Crown for 
that Western Keep dude. You might as well just get out of here. Well, you can 
get out of here, but don't forget about this dungeon completely. Coming back 
here will be optional later on to pick up the hidden items once you get the 
Mystic Key. So if you plan to, remember how to get down here later. Backtrack 
all the way to the entrance, and find yourself in the overworld once more. 

Before we go and find that super-duper Astos dude, let's head back to Elfheim
and heal up a bit. If you didn't buy anything before because of funds, now
would be a great time to purchase some spells that you missed before. Astos
is a bad man, so you better get on the training ball and level up your units.
The higher the level, the easier defeating him will be. I stopped once I 
reached level 17 but you can go as far as you wish. 

Now we better head to the Western Keep and return the Crown to that benevolent
King. Walk up to him and give him the Crown once you reach the Western Keep.
He will give a hearty laugh and state that he is really Astos in disguise! Had 
you come to the Western Keep before, this King (in disguise) would have asked 
you find his Crown. Now that we hand this Crown upon him, Astos will make his 
appearance. Oh noes!

     Boss Fight: Astos ~
     =---------------=
          What a clever trick! The freaky-looking guy standing right in front
          of you is actually Astos. The real King of the Dark Elves has his 
          evil intentions of taking over the world. While engaging, take 
          necessary precautions as Astos really is no pushover. The King of 
          the Dark Elves has a lot of abilities up his sleeves. First off, his
          physical attack can deal heavy damage with each strike. Keep your
          vulnerable units protected using a White Mage's Protect. Your White
          Mage should spend the entire battle keeping your units in tip-top 
          shape. Astos, unlike Garland, is capable of sending magic spells at
          you as well. His most dangerous, Death, is basically the Level 6
          Black Mage spell. With one casting, Death can automatically kill one
          of your units. However, it is easily evaded. You can prevent it 
          from hitting by raising your unit's evade stats through using Invis.
          (If you know it.) Astos might be tough for a fat Dark Elf King, but
          with effort, he is easily overwhelmed and defeated.

Once Astos is defeated, you will find the Crystal Eye that he dropped. 
Although it is a very important item, a Crystal Eye won't revive the fallen
Elven Prince. Don't fret however, as we still have another step to complete
before finding his cure. For now, head back to Elfheim and heal your team
that should be pretty tired from the Astos battle. There's not much else to
do here, so get back onto your Ship. 

Now just so you don't get confused, bring up the world map once more so we
can plot our next objective. First off, you should now be Elfheim obviously.
Locate Cornelia on the map. North of Cornelia, you should notice a lake. 
The map really doesn't show an opening, but you are allowed to sail under the
bridge that the nice ol' Cornelia King built for you. So sail over to that 
bridge and then continue west under it. You are now in that lake I pointed 
out before. 

Okay, why did I bring you here? Well, it's a pretty small lake (in comparison
to the sea in between Cornelia and Elfheim). Sail to the north end of the lake
where a dock presents itself. Get off here and walk a little bit north. Once
you pass the mountain on your left, head west in that direction. You should
now notice a peninsula leading northeast just ahead. A quick check with your
map will tell you that there's something on the tip. Begin making your way 
along this monster-infested area until you reach a cave...

                         __________________________
                    ---=|       Matoya's Cave      |=---
                         ��������������������������    

Some weird music will begin to play here. There's nothing out of the ordinary
until you walk a few steps. WHOA!! A broom sweeping without a dude sweeping 
it! 

There is only one door in this tiny hallway. Go through and some more of those
brooms will be sweeping around. A woman by the name of Matoya will hit 
something and scream out in pain. You automatically walk forward where a witch
is stupidly moving around. She'll continually scream about her eye and get
hurt again and again. The last thing she says is something about her Crystal
Eye. 

That rings a bell doesn't it? Didn't that Astos dude drop a Crystal Eye? Talk
to her and she'll notice that you have her Crystal Eye. Hand it over and 
she'll be ecstatic with joy (well, not really). Completing ignoring the fact
that you might have stolen it, she instantly gives you a reward in return. 
Matoya offers to you a special potion... or so she calls it. Take the Jolt
Tonic from her and leave her cave. Phew...

With the Jolt Tonic picked up and in our list, we can hopefully revive the
Prince. Make your way all the way south again and find your way to your 
Ship. Let's head back over to Elfheim. Once there, enter the castle and run
up to the Prince's chambers and hand the Jolt Tonic to the Prince's Healer
(of whom isn't doing a very good job by just standing there all day). Slowly
but surely, the Elven Prince will wake up. Instantly grateful for your 
appearance, the Prince hands to you a Mystic Key. 

Yay! We have just saved three civilizations from kidnapped daughters, pirate
problems, and a sleeping Prince. That's quite an achievement if you ask me.
Anyway, with the Mystic Key in our hands, a lot of treasures are now available
to us. For starters, make your way to the rear end of the castle by traveling
outside the eastern wall. Don't miss a step or your character will leave Elven
Castle "unintentionally." At the far end is a small room that was previously
locked. With the Mystic Key, you can open it. Inside are four treasure chests.
From left to right, you will find a Mythril Hammer, 800 Gil, 700 Gil, and 
Bronze Gloves.

There are a few other locations where you can use the Mystic Key and find some
nice items. In the Marsh Cave, if you head all the way to Marsh Cave B3 and 
the very bottom row, you will locate four room. You can find an Antidote, 
1020 Gil, and a Silver Armlet. However, you will have to fight a few 
Piscodemons as well, and we all know how much trouble they can provide. In
the Western Keep, you will also find some stuff laying around. In the Western
Keep, walk all the way to the back and then turn left. Make your way around
the room where you fought Astos. The treasures here are in that room within
three chests. You will need to fight some Mummies and Wraiths first however.
Defeat them and pick up the Falchion, Power Staff, and Steel Gloves.

With two dungeons covered, haul yourself over to the Chaos Shrine. You can 
find them in the corners as the dungeon was basically a rectangle if you 
remember. You will find a Rune Blade in the southeast corner but you will 
have to fight Gargoyles. In the northeast, you can find a Werebuster and a 
Gold Needle. The last area we can find some stuff in is Castle Cornelia. Make 
your way back south and enter the castle. Instead of actually going in, turn
right and walk along the castle's walls until you reach the rear. There, a 
pathway will lead toward the center. Walk in and head east. A man will tell 
you that the equipment you find in the doors will help you a lot. Head south
and enter the two rooms. Open the chests for a Cottage, a Saber, a Mythril
Knife, Iron Armor, a Tent, and some very special Nitro Powder. (It's special
enough to make that cool music.)

Considering the usefulness of some of the items you collected, that trip 
back through past dungeons was pretty worthwhile. With the Nitro Powder 
collected, leave the castle. 



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.3. Earth Shattering! ---------------------- [5300]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



Your boat should be parked and bobbling along the Cornelia docks. Take your 
Ship and use it to sail around the west end of the Cornelia continent as if
you were heading over to the Chaos Shrine on boat. Eventually, you will reach
a dock. Get off and begin heading southwest as the path east is blocked by a 
mountain. Walk through a thick forest heading south until you notice a cave
in a rock wall. Enter Mt. Duergar.

                         __________________________
                    ---=|        Mt. Duergar       |=---
                         ��������������������������    

As you enter the cave with the name I can't spell, you should notice quite a 
bit of activity going on. Talk to a few of the men standing around and they
will tell you a little bit about what's going on. Ignore their funny accents
(Oh hey lookie at meh, I cairn tairk in funnair accents LOL!) One of them 
tells you that they are looking for the Levistone, a stone that actually 
floats! Interesting. Anyway, from the entrance, head all the way west and then 
south once you can't go any further that way. 

Now begin heading south as the path narrows. At the very bottom, walk around 
the wall and enter the room for a lot of useful treasure! You will find a 
Tent, a Great Helm, a Wyrmkiller, Ether, a Potion, some Mythril Mail, 575 Gil,
and a Cottage. Now those are some nice items. Equip them as you need to, and
exit the room. Walk to the southeast corner of the treasure room and talk to
the man in the green turban. A "!" will appear above his head to signal his
surprise! He notices your Nitro Powder (or Nitro Pouder as he calls it) and
asks to use it in his blowing up of the canal. Since we need to break through
anyway, give it to him. 

Once he places it, we can now "bluiter this rock tae smithereens!" Geez, why
does everyone around here have such a terrible accent? Anyhow, the guy tells
you to run off before it blows and your dude runs a good 10 feet back (yeah,
that'll really help). A cool-looking cutscene will show the canal breaking 
off making the pass open for you. Now you have the access to the next area of
this world.

Find your Ship again and sail over to the canal that you just blew the crap
out of. Head through that narrow area and you should notice a whirlpool a bit
ahead. Do not sail into this whirlpool just yet. Instead, head west past a 
small island. You should notice a tiny town on the edge of a continent. Get
off your boat at the nearby dock and head into Melmond. 

                         __________________________
                    ---=|          Melmond         |=---
                         ��������������������������    

Upon first entering the area, Melmond looks pretty dirty. (As in grimy. Not 
the other way you perverts!) There are a few solemn-looking citizens walking
around. Talk to them and hear about their sad story. Some Vampires attacked
this small town and left their city in shambles. Take note of the amount of
gravestones around. Is there no town we enter that doesn't need some form of
saving or helping?

Anyway, north of the entrance is the Inn (which is in pretty terrible shape).
You can stop there for 100 Gil to heal up your party. The Weapon Shop east of
the Inn has a few items that you might want to pick up. Also, head up to
the Armor Shop just north afterwards. 

            Melmond Weapon Shop ~
            ===================
                 * Crosier -- A staff topped with an iron ring.
                      Cost: 160 Gil
                      Class: Warrior, Monk, Knight, Master, Ninja
 
                 * Saber -- A long sword made for piercing.
                      Cost: 360 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red 
                             Wizard

                 * Longsword -- A large, double-edged sword.
                      Cost: 1200 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                 * Falchion -- A sword that widens toward its tip.
                      Cost: 360 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                             Wizard

            Melmond Armor Shop ~
            ==================
                 * Knight's Armor -- Armor crafted from steel plate.
                      Cost: 36000 Gil
                      Class: Warrior, Knight

                 * Silver Armlet -- An armlet of worked silver.
                      Cost: 4000 Gil
                      Class: [All]

                 * Great Helm -- A helm that covers the entire head.
                      Cost: 360 Gil
                      Class: Warrior, Knight, Ninja

                 * Bronze Gloves -- Gloves made of bronze.
                      Cost: 160 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Steel Gloves -- Gloves made of steel.
                      Cost: 600 Gil
                      Class: Warrior, Knight, Ninja

There is quite a lot to buy considering the terrible state that Melmond is 
in. At the Armor shop, you probably should reconsider buying the Knight's 
Armor. The price is absolutely horrendous, but if you must, purchase it. 
The Silver Armlet should be equipped by all of your other units. At the 
Weapon Shop, there really isn't anything to pick up apart from the Longsword
which you might want to equip on your Warrior.

More south are the two Magic Shops. However, note that there's no Sanctuary
here (the Vampires destroyed that) and there's no Item Shop either (they 
probably destroyed that too). 

            Melmond Black Magic Shop ~
            ========================
                 * Firaga -- Deals fire damage to all foes.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard

                 * Scourge -- Instantly kills all foes.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Black Mage, Black Wizard, Red Wizard

                 * Teleport -- Transports party to previous floor.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Wizard, Black Wizard
  
                 * Slowra -- Reduces one foe's number of attacks.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard

            Melmond White Magic Shop ~
            ========================
                 * Curaga -- Restores a lot of HP to one ally.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard

                 * Life -- Revives one KO'd ally.
                      Level: 5
                      Cost: 4000 Gil
                      Class: White Mage, White Wizard, Red Wizard

                 * Diaga -- Deals damage to all undead foes.
                      Level: 5
                      Cost: 4000 Gil
                      Class: White Mage, White Wizard

                 * Healara -- Restores HP to entire party.
                      Level: 5
                      Cost: 4000 Gil
                      Class: White Mage, White Wizard

It doesn't seem like anything comes cheap anymore... Anyway, you probably 
won't be able to afford _everything_ but you can try to pick up Firaga and
Scourge. Teleport is very convenient, but it needs a Black Wizard. For your
White Mage, consider getting Curaga, Life, and Diaga (which will be very
useful against the undead Vampires we'll be fighting in the future). Once you
pick everything you need up, leave Melmond. 

Let's move. Start heading southwest along the coastline. Do your best 
defeating the various monsters around. Keep going until you reach a fork
separated by a mountain. The west path leads to a cave (Giant's Cave). 
However, you cannot pass because an ugly-looking, rock dude blocks your path.
Instead, take the south path and cross the narrow landbridge. As you get to
the other side, you should see a cave on the opposite end of the mountain. 
Move around the mountain and enter it.

                         __________________________
                    ---=|     Cavern of Earth      |=---
                         ��������������������������    

The first step in activating the Earth Crystal is through here, the Cavern of
Earth. Be forewarned however, the enemy's here are quite a step up from the
previous dungeon. Rather than scripted Piscodemon fights, you actually have to
fight them in random battles here. Along with that, Ogre Chiefs are numerous
and the Cockatrice is a monster that has the capability of turning your units 
into stone.

You should be able to judge for yourself. If you feel that survival here 
would be a difficulty, head out and train. I just stuck around Level 20 and
continued onward. Anyhow, once you enter the Cavern of Earth, you should 
notice a bunch of paths leading in different directions. Normally, it would be
quite a doozy to find your way through (aren't you glad you are using a 
walkthrough?). Besides, a lot of encounters here means a lot of EXP and that's
always a good thing. 

As a guide, I should notify you of an optional, yet incredibly useful path.
From the entrance, you can choose to head straight to your west. This path
will lead you to the "Hall Of Giants/Gigas." Once you reach the corner, for
every step you take, you will fight a battle with at least one Hill Giga 
included. While Hill Gigas are dangerous, they are also provide great EXP.
If your units need leveling up, take this challenge and walk through it. 
However, remember to bring lots of healing items beforehand. Don't venture 
too far as even on the way back, you will be fighting Hill Gigas. 

Anyway, once you are done, head back to the entrance stairs. Go directly 
north and follow the path until you reach a split. Enter the room at the very
bottom to find a chest containing 1975 Gil. With the treasure collected here,
head all the way back to the entrance. Back there, find the southeast path 
and begin following it. The path leads you to a maze-like area, but it's 
fairly linear. From the entrance of this maze-like area, just head east and 
then south. The way will eventually lead you to another door. The two chests 
in this room contain 795 Gil and an Antidote. 

Begin making your way back to the "maze-like" area entrance. However, instead
of leaving, move all the way west and then south again. You will find yet 
another room of two treasure chests. One of them contains a Potion and the
other has 880 Gil. Beware, stepping in front of the right treasure chest will
trigger a fight with an Earth Elemental -- a very powerful monster. Even so,
you can try to beat it for a lot of EXP! With that done, make your way all the
way back to the entrance stairs. 

From there, head eastward. The twisting path will lead you to staircase 
leading down. Step into it and head below to Cavern of Earth B2. At the 
entrance, head all the way south until you can't go any further. Then venture
east and then north. Follow the path until you reach a fork. Take the one 
leading east and advance in this direction. A fork will lead south, but ignore 
that for now. Instead, enter the door up ahead and open the three chests for 
330 Gil, a Tent, and a Coral Sword. 

Exit the room and head back west. Take the path south and ignore any paths 
leading west. Once you reach the bottom, turn east and then back up again. 
Finally, you will find the stairs leading even further down to the B3. Getting
tired yet? Well, we still haven't found the boss yet. Now at the lower floor, 
begin heading due east along this narrow passage. When you reach a split, head
east to a small room containing one chest. Pick up the Sleeping Bag and head
back to the split. Now head north. 

Walk through this twisted path while fighting off hordes of monsters. At the
north end, enter the door to your west and fight off an Earth Elemental before
picking up the 3400 Gil inside the chest. Leave the room and begin moving east
double time. The forward path is a twisted labyrinth. Take the south path 
and head all the way to the bottom. The door there will lead you to a chest
containing a Gold Needle... after fighting an Earth Elemental (geez those 
things are annoying). 

Head out of the room and then back north again until you reach the area where
you entered this portion of the level. Once there, back out of that area and 
head straight west past the door we collected that 3400 Gil in. Head westward
along another twisting path. At the endpoint, you should find yet another 
door. There's no treasure in there, but if you walk around a bit, you will 
engage some Earth Elementals. Although tough, they are very prominent EXP 
providers. You can choose to train here if you'd like before the boss fight
here. Otherwise, just head south. 

Continue along this way until the path begins to widen up. Turn east and 
enter another room. The chest there contains 1020 Gil (after fighting an 
Earth Elemental of course). From that door, head directly south and then 
begin moving straight east. After entering the door, talk to the bat (!!!)
and he'll talk to you. After a few intimidating words, he'll move back and
transform into a Vampire!

     Boss Fight: Vampire ~
     =-----------------=
          Intimidating as he is, this Vampire is not the real boss that we're
          looking for. If you taught your White Mage Diaga, now would be a  
          great time to use it! For your magic casters, send your most 
          powerful elemental strike against this nameless vampire. With your
          physical attackers, just go all-out on him. Hopefully, this Vampire
          will be overwhelmed. It is easy to defeat him within the first turn
          before he even gets a chance to fight back!

Defeat him and the chest that he was protecting will be accessible. Some cool
music will play meaning that the item you have just found is a major key item.
Pick up the Star Ruby. With the Cavern of Earth's treasure collected and the
boss defeated, slowly make your way back to the surface. I know, it will be
tedious indeed. Once back in the overworld, head back to Melmond and stop at
an Inn for a needed rest. However, our mission with the Earth Crystal is not
over yet. 

With the Ruby Star collected, another portion of this continent becomes open
to us. Remember the Giant's Cave I told you about. If you went in there 
before, the rock guy wouldn't have let you in. However, one of the people in
Melmond had notified us that the rock dude really LIKES gems. To get there,
head in the direction of the Cavern of Earth. However, instead of continuing
south on the Devil's Tail peninsula, head southwest. The cave is in plain
sight. 

                         __________________________
                    ---=|       Giant's Cave       |=---
                         ��������������������������    

Move upwards a little bit where a big, gray rock dude is standing around
stupidly. Talk to him and he'll make a funny noise. "You have Star Ruby!?"
Give him the Star Ruby before he has a hissy fit and he'll let you pass. The
rock guy will turn his back on you showing his enormous rear (Hey look, he's
mooning you.) while eating the Star Ruby. I wonder how that tastes. With that,
he slowly walks away into the opposite wall. (!!!)

With him out of the way, you have two ways to go. First off, begin heading
south for some cool treasures. Enter the room and pick up the Great Axe, 620
Gil, 450 Gil, and Mythril Helm. Re-equip if you want to and exit the room.
Begin heading north all the way up. At the end, you will find a set of stairs.
Ascend them.

Once you exit, you will be out of the cave and back in the overworld. However,
note that you're in a whole new area. Whoa! There aren't any immediate areas
of interest. Begin navigating through the area all the way to the southern 
tip of the area. At the very south, you should notice a cave right before the
waterline. 

                         __________________________
                    ---=|        Sage's Cave       |=---
                         ��������������������������    

For once, a cave that actually doesn't have monsters scuttling through it!
Anyway, begin heading north. The door there will lead you to a group of pots.
That doesn't help us too much. Instead, continue westward and then go through
the next door. Talk to the old man you find in the second room and he'll
introduce himself as Sadda. The Vampire you defeated previously was not the
mastermind behind it all. The real job can be found deeper in the Cavern of 
Earth. 

Sadda will hand to you the Earth Rod and tells you to use it behind the 
Vampire's area. If you explored that area a bit previously after opening 
another door, you might have found a rock that was otherwise impenetrable.
With the Earth Rod, we can get that rock out of the way. Exit the Sage's Cave
and begin the tedious journey back up to the Giant's Cave and then back 
through the Giant's Cave. Heal up at the Melmond Inn if you absolutely need
to. Head down the Cavern of Earth and take ANOTHER tedious trek all the way
to the Vampire area. 

Now that you're here, there really isn't anything around. However, to your
right is another door. Go through that all the way to the upper end where a 
stone slab welcomes you on a wall. It appears to be a dead end, but with the
Earth Rod that Sadda gave you, the slab will magically disappear revealing
another staircase. Go down into B4. 

The enemies here are a bit tougher than the previous floors. Take some time
to level up among them. From the stairs, head north and some paths will be
open to you toward your left. First, take the path leading north all the
way to a door containing a bunch of chests. Beware, as in front of most of 
the chests, you will have to fight either an Ogre Mage or a Sphinx along with
some other enemies. Pick up a Staff, 3400 Gil, 1520 Gil, 5450 Gil, and 1455 
Gil.

Leave this treasure room and head back to the entrance area, but instead of 
taking the path back to the stairs however, go west through the small doorway.
Head south and then west. When you reach the wall, begin moving due south all
the way to another treasure room in the southwestern corner. You will find a 
Tent, a Mythril Shield, and 1250 Gil... after fighting a few Ogre Mages of
course! Anyway, with the treasures of B4 collected, exit the room and head 
straight north. Go all the way to the northwestern corner to find a staircase.
Descend.

Now in Cavern of Earth B5, I hope you are ready for the boss fight. Make sure
your team is fully healed with as much MP as you can spare. The boss fight 
here will need a lot of fire spells and a lot of Diagas. From the stairs, go
south and around the wall to head north. Keep going to the end and then turn
west. Follow the path as it twists south and you should reach a door in the
wall. This is it folks, the Earth Crystal's answer is right here. As you 
enter, a glowing ball will appear ahead of you. Examine it and a voice will
boom through the air. Suddenly, a totally ugly vampire will appear. Meet 
Lich. Although he looked smaller from above, Lich is one of the fattest 
heathens I have ever seen. 

     Boss Fight: Lich ~
     =--------------=
          Fat as he is, Lich is a vampire. Plain and simple, that means that
          he's an undead creature. Undead monsters have two main weaknesses.
          Dia and fire spells. Your Black/Red Mage should be able to cast a 
          good ol' Fira against Lich which should damage him a lot. If your
          White Mage has Dia/Diara/Diaga, by all means, blast him with that 
          too! Your physical units can't really do anything except for using
          regular attacks. As a vampire, Lich's physical attacks can do a lot
          of damage. He also owns some Black Magic spells which can deal some
          damage against you. If possible, use your White Mage and bring up a 
          NulFrost or NulBlaze barrier. At the same time, cast Protect on 
          every one of your units to soften the amount of impact from each of
          his strikes. Don't be shy with healing and use Curaga whenever 
          needed. Keep pounding Lich with Diaga and Firaga plus a few physical
          strikes and he will fall.

You will know when he's defeated as the screen will flash white and Lich will
slowly fade away. Take the Gil and EXP that Lich provided and the Earth 
Crystal will begin to glow. Congratulations! Your team has succeeded in 
activating the Earth Crystal. Only three more to go. As your team shows their
appreciation by hopping around, the scene will shift to Earthgift Shrine 
where a barrier blocking a door will break. Consult the Soul Of Chaos section
on it. Behind the Earth Crystal is a warp, use it to get out back to the 
entrance.



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.4. Volcanic Activity ---------------------- [5400]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



With the vampire defeated, the Earth Crystal will be activated. Make your way
back to Melmond and take a well-deserved rest at the Inn. Although you can't
see it, the earth is slowly returning to normal (Really?). The townspeople 
are still as gloomy as ever though except for one or two people. Heal up and
bid your farewells to Melmond. Hop back on your boat once again.

We're not moving back to the Cornelia continent. Instead, we are to head west.
Begin first by moving south along the border of the Devil's Tail peninsula
containing the Cavern of Earth. Once you clear the tip, begin sailing due 
west. If you continue west in this direction, you will hit the edge of the 
map, but you will sail around and end up at the other side. As you can see,
the world of Final Fantasy is designed like a sphere much like the Earth 
(although on a much smaller scale). If you sail in one direction, you will
always reach the opposite side.

Anyhow, the continent further west is quite a large one. When you finally hit
land, sail south a little bit and you should notice a dock to park your Ship. 
Get off your boat, and begin walking southwest along the shoreline. You don't
have much of a choice considering the mountain blocks further progress west.
The enemies along the way are similar to the ones you fought in the Cavern of
Earth. Therefore, you might have a bit of trouble with them. Continue to move
south along this way until the mountain ends, and your team enters a thick
forest. 

To your west is a very large lake in a shape of a crescent. There's a town
on the other side, but the lake blocks our way. Trying to walk around the lake
going north will only result in a dead end. Instead, continue south around 
the lake, and then walk along the lake's edge as it twists west and then 
north. After quite a bit of walking, head into the city that is logically 
placed by the Crescent Lake. 

                         __________________________
                    ---=|       Crescent Lake      |=---
                         ��������������������������    

Crescent Lake is a nice-looking town that really doesn't appear to have 
something wrong with it. It is also the first town that actually doesn't have
a problem that you need to solve! Apart from two people, the streets are
deserted. Usually, the first thing that we do when we enter a new town would
probably be the sleep at the Inn or revive units at the Sanctuary. Following, 
you might want to check out the shops. 

            Crescent Lake Weapon Shop ~
            =========================
                 * Mythril Knife -- A knife wrought from mythril.
                      Cost: 640 Gil
                      Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                             Ninja, Red Wizard, Black Wizard

                 * Mythril Sword -- A sword wrought from mythril.
                      Cost: 3200 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                 * Mythril Hammer -- A hammer wrought from mythril.
                      Cost: 2000 Gil
                      Class: Warrior, White Mage, Knight, White Wizard, Ninja
 
                 * Mythril Axe -- An axe wrought from mythril.
                      Cost: 3600 Gil
                      Class: Warrior, Knight, Ninja 

            Crescent Lake Armor Shop ~
            ========================
                 * Mythril Mail -- Mail crafted from mythril.
                      Cost: 6000 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                 * Mythril Shield -- A shield crafted from mythril. 
                      Cost: 2000 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Buckler -- A small shield.
                      Cost: 2000 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                              Wizard

                 * Mythril Helm -- A helm wrought from mythril.
                      Cost: 2000 Gil
                      Class: Warrior, Knight, Ninja

                 * Mythril Gloves -- Gloves made of mythril.
                      Cost: 2000 Gil
                      Class: Warrior, Knight, Ninja, Red Wizard

            Crescent Lake Black Magic Shop ~
            ==============================
                 * Thundaga -- Deals lightning damage to all foes.
                      Level: 6
                      Cost: 13000 Gil
                      Class: Black Mage, Black Wizard, Red Wizard
 
                 * Death -- Instantly kills one foe.
                      Level: 6
                      Cost: 13000 Gil
                      Class: Black Mage, Black Wizard

                 * Quake -- Calls an earthquake to swallow foes.
                      Level: 6 
                      Cost: 13000 Gil
                      Class: Black Mage, Black Wizard

                 * Stun -- Paralyses one foe.
                      Level: 6
                      Cost: 13000 Gil
                      Class: Black Mage, Black Wizard

            Crescent Lake White Magic Shop ~
            ==============================
                 * Stona -- Cures stone.
                      Level: 6
                      Cost: 13000 Gil
                      Class: White Mage, White Wizard

                 * Exit -- Transports party out of dungeons.
                      Level: 6
                      Cost: 13000 Gil
                      Class: Red Wizard, White Wizard
 
                 * Protera -- Raises party's defense.
                      Level: 6
                      Cost: 13000 Gil
                      Class: White Mage, Red Wizard, White Wizard

                 * Invisira -- Raises party's evasion.
                      Level: 6
                      Cost: 13000 Gil
                      Class: White Mage, White Wizard, Red Wizard

            Crescent Lake Item Shop ~
            =======================
                 * Potion -- Restores 50 HP.
                      Cost: 40 Gil

                 * Hi-Potion -- Restores 150 HP.
                      Cost: 150 Gil

                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Phoenix Down -- Revives one KO'd ally.
                      Cost: 500 Gil
 
                 * Tent -- Partially restores party's HP and MP.
                      Cost: 160 Gil

As you can see, Crescent Lake seems to be obsessed with all things mythril!
Many of the weapons and armor here are useful so purchase as necessary. The
Black Magic and White Magic Shop have hefty prices, but they hold very useful
spells of which you should take advantage of. Exit is a great spell in 
dungeons, but it requires a White Wizard or Red Wizard. I strongly suggest
picking up Thundaga, Quake, and Death for Black Mages. White Mages, pick up
Protera, Invisira, and Stona. 

Melmond didn't have an Item Shop so take advantage of Crescent Lake and 
purchase some more Potions/Hi-Potions along with a few Phoenix Downs. Anyway,
with everything that needs to be bought purchased, you might consider leaving.
Before that however, head to the northeastern corner of town past the Black
and White Magic Shops. Cross the bridge leading east, and make your way 
through the thick forest path. 

At the end, you will find a circle of men. Talk to the leader (the blue one),
and he'll tell you that his name is Lukahn. You might have heard this name
somewhere else if you chose to talk to some village people. He'll tell you 
what he sees in your future. Talk to the rest of them, and learn a bit more
about the crystals. The last one will hand you a Canoe to aid you in your
quest for the crystals. There are still three crystals ahead of you. Leave
Crescent Lake. 

With the Canoe in tow, your team can now cross shallow rivers like Crescent
Lake! With that, a bunch of new enemies can now threaten you. You might want
to be careful with some of the higher end enemies such as Hydras, Ochus, or
Neochus. The latter two provide massive EXP so battle one whenever you have 
the chance. Basically, all of these shallow water inhabitants aren't shy in 
their attacks and have the capabilities to snuff your team out. Take caution
when battling.

Try to gain some EXP to get a few more levels before moving out. Anyway, our
next objective is to head to Mount Gulg. To get there, first find the river 
that empties out into Crescent Lake. After all, it can't be a lake without a 
river to supply it with water. Begin taking your canoe along that stream as 
your group enters a canyon-like area. Eventually, you will reach a fork. Go
west. 

About a few feet forward, find another split in the river. This time, head 
northward. Before you really get anywhere, a third fork will appear in the 
river. Ignore the first portion leading northwest as it's just a dead end. 
Take the northeast stream instead. Afterwards, take the immediate fork leading
straight west. After a long trek westward, get off and begin moving southwest 
on foot. Mount Gulg is up ahead. Cross the river surrounding it and enter. 

                         __________________________
                    ---=|        Mount Gulg        |=---
                         ��������������������������    

As you can probably tell, a large majority of the monsters here are fire-
based. A large majority of those are also very tough to defeat. Fire 
Elementals for example are a major step up from the Earth Elementals you 
fought before. If you thought those were hard, expect Fire Gigas to be a 
nightmare. The few Pyrolisks lurking around are capable of instantly KOing 
one of your units with Gaze so be sure you have a White Mage Life or Phoenix 
Downs at your disposal.

However, being fire-based does have one disadvantage. Using ice techniques,
your Black/Red Mage should wreak havoc against fire enemies. Keep that in 
mind while fighting off the various monsters that throw themselves at you.
However, Blizzara can be fairly draining on the MP so don't use it all up
unless you have a heavy supply of Ethers. 

Begin moving forward, and you will notice a strange, pulsating orange liquid
on the floor. This is lava if you didn't already know that. Stepping in it 
would normally be fatal to _normal_ humans, but this IS Final Fantasy where
things are messed up. Anyway, for every step you take in the blazing lava, 
your party loses 1 HP. However, once your party members reach 1 HP, that value
will stay that way meaning that your team cannot die in lava. Strange huh?

Cross the lava pool to the northwest corner where a staircase is sitting. Once
in B2, you have two possible ways to go. First off, heading west will get you
out of this floor, but will also bypass all the treasure. If you want the 
treasures here, go through the door leading north. Follow the path as it 
twists north and turn left when you see the chest to your west. Fight the two
Fire Elementals and open the chest for the Mythril Helm.

From there, head west and then begin south. At the lower end, you will find 
another chest. Open that one for 1520 Gil after fighting two more Fire
Elementals of course. Begin making your way back north past the empty chest
that held the Mythril Helm. Head eastward from there and then north again.
Move west and find the chest there. Open that one for a Great Sword! Now make 
your way to the northeastern corner where a fourth chest lies in wait just a 
bit south of the northeastern corner. Open that one for 4150 Gil.

Head as far north as possible and then begin moving west along the north wall.
When you hit the wall, head southward. When you hit another wall, head east
and then around the wall where you'll locate two more chests. Open one for 
795 Gil and the other for 750 Gil. Turn back around and begin moving south
once back in the open. At the very south end, you will find a crapload of
treasure chests!

Open them all for a Mythril Helm, Mythril Gloves, 1520 Gil, 1760 Gil, Mythril
Shield, Mythril Axe, Phoenix Down, 1455 Gil, Antidote, 1975 Gil, Tent, and a
Hi-Potion. Swipe the treasure, then head north and find your way back to the
exit or any other of the multiple doors leading out. With that giant room 
cleared, we can head over to B3. Look to your west and cross over the lava 
hallway. There's a staircase at the west end. Descend.

Lots of lava here. Slowly make your way eastward. The lava is impossible to
avoid so step into it when needed. At the far east end, you'll find another
staircase leading down. Once again, go down. At the next floor, you'll be on a
platform surrounded by lava. From your position, go southeast through the 
lava pool. Heal whenever necessary but do remember that lava cannot kill you
by itself. At the southeast corner are some stairs. Have your team go up. 

Okay, begin moving when you enter B3 again west. The lava is once again, 
unavoidable so step into it. You will soon reach a fork leading both west and
south. Take the south path and you'll soon reach a four way intersection. 
Continue southbound and follow the path as it twists west. The stairs out of
here are at the far end. Descend.

There's a good amount of treasure here to collect. At the staircase, find the
doorway leading north. Walk through and open the two treasure chests for a 
Gold Needle and 2750 Gil. Leave the room and follow the path west. It will 
twist south and then west again. By that point, you'll reach a three way 
intersection. There's a door that leads to a treasure chest containing 1760
Gil. Snag that. 

Leave that room and continue to move west. It will turn northward and then
west again. At the end is a door. Enter and find five chests. Open them all
for an Antidote, 7340 Gil, 880 Gil, an Ice Brand, and a Flame Shield. The 
latter two items are VERY valuable so do not miss them. Exit the room and 
find your way back to the three way split. Take the south fork. Don't forget
to watch your health as the lava drains it by one with every step. 

Another three way fork will present itself after a little bit of walking.
There's also a door right in the middle of it. Inside, you'll find 155 Gil
and 10 Gil...? Talk about cheap chests. Leave that room and take the east
fork. The room at the end has three chests. One of them is empty so bypass 
it. The other two contain 2000 Gil and a Cottage. With those two collected,
move all the back to the three way fork. 

The only path we haven't trudged upon is southward so begin moving. There's
a door along the way. The two chests in that room contain 1250 Gil and a 
Staff. Once again, move south. The stairway down is just around the corner.
We're nearing the boss here so get ready. Move straight west all the way to
the end where you'll find a door leading into a room with a chest. At the 
far end, you'll have to fight a Red Dragon to pick it up. However, the Flame
Mail is very worthwhile.

With that collected, make your way back to the north end of the room and 
exit. When you're back out, head south while sticking to the west wall. After
a bit of walking, you'll find yourself at a door. The boss of Mount Gulg is
here. Heal up and ready yourself for a fight. Examine the red orb on the 
ground. Some very useful (not!) information will find its way into your ears.
Maralith time. 

     Boss Fight: Maralith ~
     =------------------=
          Is it getting hot in here or is it just me? Maralith is a gigantic
          serpent-like creature with many blades. She has one main element.
          As a fire-caster, consider putting up NulBlaze with your White Mage.
          Her HP is high so you'll need to deal a lot of damage fast before
          she takes you down. Casting Haste on your physical units will work
          well in doubling the damage dealt. Likewise, raising attack with
          Temper can easily turn the tide of battle in your favor. When 
          Maralith casts her spells or attacks you head on, prepare to be 
          hurt. Your White Mage will barely have a free turn as long as he
          keeps your group in tip-top shape. A large part of winning this 
          battle is consistency. If your White Mage falls, you are at a major
          disadvantage. Pound Maralith continually while doing your best to
          get around her attacks. Eventually, the hellspawned Maralith shall
          fall. 

With the fire-based Maralith defeated, the crystal she was holding will be
activated! After a bit of celebration from your team, control will be given 
back to you. Elsewhere, a strange statue will break revealing another door... 
Consult the Soul Of Chaos section on it. Step into the warp behind the now 
activated crystal to leave Mount Gulg. Good riddance! 



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.5. The Airship ---------------------------- [5500]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



So we have two crystals activated. With that down, you might want to tackle 
the last two. Before that however, we are going to find the Levistone. If you
remember, a dwarf a long time ago might have told you a bit about a special
rock that levitates! First off, head back to Crescent Lake (hopefully, you
know how to get back) and heal up at the Inn. Restock at the Item Shop if you
need to. 

Now leave Crescent Lake and find your way back to your Ship back onto the 
high seas. From that port, go due north along the mainland coast. We're 
aiming for another port somewhere to the north. The port can be found inside
a bay area after positioning your Ship through a small canal. When you reach
the port, get off and begin heading southwest along the mountain. There is a 
river running from the sea which you should get your Canoe to.

Follow the river into the mountaineous area until you reach a four way 
intersection. There are two rivers leading north. Taking either one doesn't
matter. Be sure to turn right at the fork. After a bit of smooth sailing, your
team will reach another split shaped like a sideways "h". Ignore the branching
river and go straight westward. Momentarily, you'll find yourself at a three
way fork. Go west and navigate your canoe through this (rather long) stream
area. After a few twists and turns, you'll reach land. 

It's a short walking distance to another cave. This marks the beginning of 
yet another dungeon. Prepare yourself as necessary. The enemies around this
area don't provide a lot of EXP. If you want to level up, head back to your
Canoe and fight off Ochus and Neochus. When you're ready, walk into the Cavern
Of Ice. 

                         __________________________
                    ---=|      Cavern Of Ice       |=---
                         ��������������������������    

Judging by the dungeon's name, you can probably expect the enemies here to be
ice-based. A few preliminary engagements might tell you that Ice Gigas and 
Winter Wolves frequent. You've fought their lesser cousins but the monsters
here are a major step up. There is one thing to keep in mind, most monsters
here are weak to ice. That also includes the majority of the undead creatures
in the Cavern of Ice. 

Along with that, prepare to battle some Piscodemons (and their more powerful
counterpart, Mindflayer) that you're probably already familiar with. Forget 
about obscure, those critters are almost everywhere. Even at your much higher 
level, they can still deal some damage to your weaker units. Anyway, getting 
to work now. Start off by navigating your group through this linear first 
floor. Get a feel for some of the enemies here. After a bit of tedious 
walking, you should reach a staircase. If you look a bit to the west, you'll 
see another staircase to the west but that one is inaccessible. Go down to B2.

This room is shaped in a large rectangle with the lines being the pathways.
The staircase brings you to the northeast corner. Head either west or south
to the opposite end where another staircase resides. Descend that one to find
yourself in a small, crystallized room. The other staircase is plain in sight
so navigate your team to it (so difficult), and ascend to B2 again. There 
doesn't appear to much activity here although you'll be meeting some more 
difficult enemies. 

There's only one path forward. Take it all the way to the opposite end of 
this room to find a door. When inside this room, take note of the floor. 
There are two treasure chests ahead plus a weird, diamond thing on the ground.
Also take note of the cracks. Don't step on them yet or you'll fall through
them to somewhere we don't want to go. Actually, walk around the cracks first
and open the two chests. It's pretty easy to see the cracks so don't step on
one. 

The two chests contain a Flame Sword and Clothes. The latter is useless and
the Flame Sword should have been picked up in Mount Gulg. Oh well, take them
for collection's sake. Now here comes the fun part (well, not really), have
your guy step onto one of the cracks and fall through! It doesn't matter
whatever hole you fall through as they all take you to the same room. Defeat
the scripted battle with some undead creatures and leave the room. 

Now this is where things get hardcore (pmg wut?). To your west, you should 
note some spikes sticking out of the ground. Stepping on these will obviously
hurt your team a bit. These ice spikes work much like the lava in Mount Gulg.
Stepping on them will have you gradually lose 1 HP for every step you take.
Cross the spikes on your west to reach a door. Enter and find two chests 
just chillin' (pun completely intended). You'll have to fight some White 
Dragons for it though. All I have to say is WATCH OUT for Icestorm. That 
move deals heavy damage to all of your units.

Pick up the Ice Armor and Mythril Gloves. With that collected, leave the room
and head back to the center area. Head southbound across another bed of ice.
Keep moving south until you reach an "h"-like split. Take the left one leading
south to a room. There are six chests here containing 7900 Gil, 5454 Gil, 180
Gil, 9900 Gil, 5000 Gil, and a full 12350 Gil. Keep in mind that you might be
forced to fight some Winter Wolves. They are easily defeated so no worries
here. 

Now make your way back to the "h"-like fork. This time, take the east path 
leading south. After rounding a corner, you'll find a staircase leading back
to B1. Ascending it will bring you to a rather cramped section of B1. As you
can see, there's nowhere else to go but through the door. Walk south a bit
and open the chest for an Ether. A bit to the east of that chest is a door 
which you should move through.

Walk south around the stub (which is really a room). There's a door there 
that you should go through. The chest in that room holds 10000 Gil. Getting
rich now aren't we? Exit the room and move back north. Then begin advancing
south around the barrier. Head east in this direction to find a door. At the 
upper end, you'll find a crack in the floor along with a few chests. Open
them for 9500 Gil, a Sleeping Bag, and an Ice Shield. 

Now it's time to step on the crack. Let your team fall through and you'll
find yourself in the middle of that ring of cracks from before. The diamond
thingy that was unreachable before is now just ahead. Navigate your team to
it. Heal up before you touch as a scripted fight will begin. 

The boss (semi) of the Cavern Of Ice is an eye-creature with an incredibly
low HP value. As low as his defense and HP may be, he is still capable of 
taking down your team if you choose to be complacent. Doom should be avoided 
at all costs as it will instantly KO one of your members. Even so, the Evil 
Eye is still easily defeated so bleh. 

With that freak defeated, you now can access the Levistone. The cool music
that appears whenever a nice item is find will play. Now you'll have to fall
down one of the cracks. Getting out of here is pretty easy. Simply move 
through this area as if you were attempting to re-visit the Evil Eye and the 
Levistone. When you reach the door leading to the single crack that leads to
the Levistone, bypass it and continue east and then north. The stairs there
will lead you outside. 

What was the whole point of the Cavern Of Ice? To pick up the Levistone of
course! With that key item in tow, there's nothing more to do but to head
back to Crescent Lake. Find your way back to your Canoe and begin sailing 
through the rocky area. Your main objective now is to head back to your 
Ship. Navigate through the area back to the open sea. If you need to, use
your world map to find your way out. 

Back on the water now, begin sailing southward back to the port at Crescent
Lake. It's not too long of a journey. Get off and begin heading southwest
to the familiar Crescent Lake. You should still remember how to get there.
Take a quick stop in town and heal up at the Inn. Purchase a few more items
if you need them. Once that's done, exit. We'll be doing some more Canoe work
here. 

Find your way onto the river that led you originally to Mount Gulg. However,
instead of taking the west fork at the first split, go straight southward.
Don't be surprised if the journey takes a bit longer than you expected. You
should see that the land begins to get a bit more sandy. At the end, get off
and venture into the desert-like area. 

                         __________________________
                    ---=|      Ryukahn Desert      |=---
                         ��������������������������    

Once in the desert, your team will bring out the Levistone and a cutscene will
begin. The wall will crack to reveal a very large ship. Watch in awe as the
majesty flies out. This, my friend, is the Airship. Once the cutscene ends,
your team will have access to it. Step onto it and give it a whiz if you'd
like. Note that the camera shifts a bit to give it a better "flying" feel.

You can do a lot of stuff with the Airship. For starters, you can fly it 
wherever way faster than your walking speed. While in the air, you also don't
encounter enemies! You can land anywhere you on green grass. However, you 
can't land on forests or any type of land OTHER than green grass. That really
bites. 



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.6. Citadel Of Trials ---------------------- [5600]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



Before we venture off for the third crystal, now would be a great time to do
something extraordinary. It seems that the classes in your party right now
can actually be upgraded. That's something that you absolutely, positively
do not want to pass up. With the help of your Airship, you can easily get 
there with a quick flight. Anyway, from the Ryukahn Desert, take your Airship
and fly northward. 

Pass over the Crescent Lake area and the annoyingly complex system of rivers
we passed through before. If you look at your world map, you should notice 
that there is another continent north of your position. If you explore the 
continent a little bit (shouldn't be difficult with your ultra-fast Airship), 
you should realize that there are two towns on that continent. The first (in 
terms of accessibility) is Gaia. That's the northern one of the two towns.

You will find Gaia in the very northeast corner surrounded by a ring of 
mountains. Before we go anywhere else, I'd suggest you park your Airship in
the grassy area in between the mountains and give Gaia a quick visit. 

                         __________________________
                    ---=|           Gaia           |=---
                         ��������������������������    

There might be some things there you'd like. If your team needs healing, take 
a quick stop at the Inn at a hefty 500 Gil. Oh well, at least the Inn is high
quality. Anyway, let's get down to shopping. There's very little to shop for,
but everything's expensive. Go figure. It's a big town so good luck finding
your way around. 

            Gaia Weapon Shop ~
            ================
                 * Cat Claws -- A weapon with razor-sharp blades.
                      Cost: 52000 Gil
                      Class: Knight, Ninja, Red Wizard, Black Wizard

            Gaia Armor Shop ~
            ===============
                 * Ruby Armlet -- An armlet ornamented with rubies.
                      Cost: 40000 Gil
                      Class: [All]
 
                 * Protect Ring -- Ring that guards against instant death.
                      Cost: 16000 Gil
                      Class: [All]

            Gaia Black Magic Shop (Level 7) ~
            ===============================
                 * Blizzaga -- Deals ice damage to all foes.            
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Mage, Black Wizard, Red Wizard

                 * Break -- Petrifies one foe.
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Wizard

            Gaia White Magic Shop (Level 7) ~
            =============================== 
                 * Curaja -- Fully restores one ally's HP.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Wizard
       
                 * Diaja -- Deals damage to all undead foes.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Wizard

            Gaia Black Magic Shop (Level 8) ~
            ===============================
                 * Stop -- Stops time and paralyzes all foes.
                      Level: 8
                      Cost: 40000 Gil
                      Class: Black Wizard

                 * Warp -- Banishes foes to another dimension.
                      Level: 8
                      Cost: 40000 Gil
                      Class: Black Wizard

                 * Kill -- Instantly kills one foe.
                      Level: 8 
                      Cost: 40000 Gil
                      Class: Black Wizard

            Gaia White Magic Shop (Level 8) ~
            ===============================
                 * Holy -- Damages all foes with holy light.
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

                 * NulAll -- Reduces damage from spells by half.
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

                 * Dispel -- Negates one foe's magical defenses.
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

            Gaia Item Shop ~
            ==============
                 * Hi-Potion -- Restores 150 HP.
                      Cost: 150 Gil

                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Phoenix Down -- Revives one KO'd ally.
                      Cost: 500 Gil
 
                 * Tent -- Partially restores party's HP and MP.
                      Cost: 160 Gil

                 * Cottage -- Fully restores party's HP and MP.
                      Cost: 2000 Gil

You might consider picking up some items from the Armor Shop. The Cat Claws
are only useful once you get the class change. Likewise, most of the magic
shops sell only spells that can be used by Black Wizards, White Wizards, or
Red Wizards. Oh well, that's life. When you're done browsing, find your way
to the exit. Get back onto your Airship. It's time to get to the Citadel of
Trials. No worries, we'll be back here soon for a very special item. Remember
Gaia's location though. 

Now back on your Airship, begin to fly west. Although you haven't visited the
Citadel Of Trials to create a mark on the world map, you can still see its 
general location by finding the western-most dot on the continent you're
currently located on. When you fly to that unmarked dot, your team should
stumble (fly) over a run-down castle. However, the area surrounding the 
Citadel Of Trials is unsuitable for landing. Scout around the castle and try
to find some open grass. 

The closest open grass I could find to the castle (which is in no way, close)
was on the peninsula north of the Citadel Of Trials at the very tip. If you
have better luck than me, you might find a closer location. However, make sure
that the Citadel is actually _accessible_ from the location you might choose.
Whether or not you landed where I landed, find your way around the mountains
and through the forests toward the Citadel Of Trials. The enemies around here
are nothing short of dangerous. When you finally reach it, enter. 

                         __________________________
                    ---=|    Citadel Of Trials     |=---
                         ��������������������������    

Let's get down to business. Once inside, move upward toward an old man 
standing in the middle of this room. You still bear the Crown so your courage
is indeed notable. You are here in the Citadel Of Trials. At the end, you'll
find a great reward. The old man will disappear and you're left with yourself.
Now move upward until you hit a wall. Then begin moving west where you'll 
find a door. Enter it and find a kingless throne. There's no other way out
of this room so step onto the throne and be warped into the Citadel of 
Trials...

The second floor of the Citadel is a bit confusing to say the least. As soon
as you leave the room, you'll find a warp point on the ground. Step into it
and you'll be moved to the room north of that area. There is also a single 
warp in this room which you should step into. Now this is where it gets tough!
You have two warps to choose from. Pick the bottom of the two warps to find
yourself in a room of another warp. 

There's a single point here. Step into it and find yourself in front of two
warps once again. Take the bottom warp of the two. Now you'll find yourself 
in a tight hallway. Follow it southward where a warp point awaits you at the
very end. Two more warps to choose from appear in the next area. Step into the
east one. Don't touch the point in the corner. From that point, begin walking
east until you see a door in a wall. You can go through it to find a Gauntlet,
but prepare to fight Clay Golems to get it.

The Gauntlets are a special type of Gloves. If you equip them, they will cast
Thundara each time they are used. However, you'll need to find the class
upgrades before you can equip it. Anyhow, leave the room and go due south past
two warp points. The third warp point you see while moving that way should be
one to use. It will bring you to the exit which will lead you into the third
floor. Easy enough, huh? 

Luckily, the third floor is much less complicated. Move up through this 
corridor to a doorway. Go through it and notice the chest right at the start.
Open it for a Healing Staff. You can pick it up. It will cast Heal whenever
it's used. Definitely a very useful item. Now begin moving west along the 
narrow hallway. You'll be fighting off encounters galore here. When the path 
begins to turn, open the three chests that appear at the corner for Steel 
Gloves, an Ice Brand, and a Ruby Armlet.

With that done, have your team move southbound through the linear hallway.
At the other end are a group of four chests. One of them is empty however.
Open them for a Cottage, 1455 Gil, and 7340 Gil. Collect the treasure and 
follow the pathway east. Eventually, you'll reach a chest and a throne. The 
chest will give you a Rat's Tail, a needed item. Now we need to get back 
outside as simply backtracking won't lead anywhere with the warp room. Heal 
up your units and step onto the throne... Fight off two Dragon Zombies before 
you go. 

The throne will warp you back to the entrance room. Exit the room and go 
south toward the exit. Now you'll be taking the long, tedious journey all the
way back to the Airship. Board the flying thing and begin to soar south. Find
the Citadel Of Trials again and fly southwest from there. You will find a 
collection of islands with holes in them. Only the last cave is absolutely
required, but the other caves have some treasure that you might want. Land on
the eastern-most one. Fall into the cave.

                         __________________________
                    ---=|       Dragon Caves       |=---
                         ��������������������������    

From the staircase, go due north where a door is in plain site. In that room,
you'll find two chests with goodies in them. The first one contains 2750 Gil,
the second contains 2000 Gil, and the third will give you 1455 Gil providing a 
whopping amount. Exit that room and go southwest. At that corner, you'll find
another room. There are many pieces of treasure here along with a menacing 
dragon that can talk! Ironic that the dragon is the exact same size as you... 
Anyway, open up the various chests for an X-Potion, 9500 Gil, 1520 Gil, and
2750 Gil. With your loot in tow, leave the first of the Dragon Caves. 

Back on the overworld, go northwest to find two more islands with holes in
them as well. The one on the west sports two holes leading into the other 
Dragon Caves. The small east one has one hole. That leads to nothing except
for another talking dragon. Land on the island with the two holes nearby. 
Remember that your Airship cannot touch down on land other than green grass.
Find some grass at one of the island's corners. The southern hole brings you
to the Hellfire Chasms, but we DO NOT want to go there yet unless you want 
your butt kicked. 

The northern hole on the other hand, leads you to another one of those Dragon
Caves. From the stairs, go either left or right past a talking dragon (getting 
old, huh?) around a corner. Move all the way to the end where a door is 
located. There, you'll find more dragons along with a few chests. Pick up a
Cottage, 500 Gil, and Elixir. With that collected, leave the cave and get 
back onto your Airship. Just north of that island is a forested island with
two more holes. Land there. 

The northern hole leads to nothing. The southeastern however, might bring you
someplace special. From the stairs, go south through the very narrow corridor.
At the end is a staircase leading to B2. Go up through the door and walk 
north past a row of swords and more talking dragons. At the far end is the
Dragon King himself, Bahumat. He notices your Rat's Tail and states that its
a sign of courage and strength. Bahumat spreads out his wings and upgrades
your classes. 

Now your guys look totally awesome. Go back southward through the
row of swords and back up the stairs. Find your Airship again, and begin 
riding through the skies. There is one final island with a good amount of
goodies hidden inside. Directly west of that current island is another piece
of land that's longer than it's wider. Drop yourself off there and enter the
cave. Just as you walk down the stairs, go through the door northwest of the
staircase. Open the chest for a Tent. Exit that room and go southward where
another room lies in wait. The two chests there contain Dry Ether and a Gold
Needle.

With that, you can exit the cave. For now, we are officially finished with 
the Dragon Caves. Once again, find your way back to your Airship. Remember
Gaia? Good. If not, you'll find the town located east inside a valley that
would be inaccessible without an Airship. Fly yourself back to Gaia. Here,
heal up and buy a few of the spells that you originally could not. With your
upgraded characters, the spells can be bought. Buy your fair share of Black
Magic or White Magic. You can also go to past towns in which certain spells
might not have been accessible because of it.

It's your turn to do whatever you'd like. Throughout many of the earlier 
cities, you can find magic spells that you might want to teach your Knights
or Ninjas. Knights can learn basic White Magic and Ninjas can learn basic 
Black Magic. Only now will they begin to gain MP so level them up as much as
you can. When you feel ready to overcome two more crystals after this minor
intermission, there is one more thing you need to do in Gaia. 



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.7. Waterlogged ---------------------------- [5700]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]

              

Ahead of us, two more crystals are still not activated. Next, we will find the 
water crystal located deep within the confines of a sunken kingdom untouched
for eons. 

There is a blue-haired man standing to the left of the Level 8 Magic Shops. If
you talk to him, he'll mention a special water called Oxyale. It gushes from
the springs below Gaia, but only faeries have the ability to draw it out. 
This is way too good to pass up. The Bottled Faerie will not be easy to find
however. 

Bring your Airship and fly to the northwest continent. Like the continent you
were on before, this continent also has a desert, although it is much smaller. 
There's a little bit of grass in the southeast corner of this small desert. 
Walk out and begin trudging toward the northwest corner of the desert. There,
you will find a separated piece of sand with a border of grass. It's really 
pretty noticeable in the northwest corner. Walk to the center of this area
and enter the Caravan.

                         __________________________
                    ---=|         Caravan          |=---
                         ��������������������������    

You start at the southeast corner of a little camp in the middle of the 
desert. It's really pretty small and the only building you can enter is the 
large, white tent. There's one storekeeper and he sells ONE thing, the 
Bottled Faerie. However, there is a problem. If you don't have 40000 Gil, 
guess you can't buy it can you? If you do have the money, good. If not, better
find some way to find some more Gil whether it be selling some of your 
equipment or going to Mount Gulg or the Citadel Of Trials to defeat more
enemies.

So pick up the Bottled Faerie and get back onto your Airship. We're done with
the Caravan for now so fly back to Gaia. If you can't find it, use your world
map. As you soon as you enter Gaia and walk forward a bit, you will 
automatically release your Faerie even though you aren't near the spring. The
released Faerie will fly off and you're left to find it. From the start, go
straight toward the Inn past the witch with the dancing broom. From the Inn,
go directly north. 

You should see both the Level 8 Black and White Magic Shops. Move left past 
the blue-haired kid who originally told about the Oxyale. When you reach the
cobblestone path, go northward. Your group will pass the Item Shop on the way.
The path itself leads to the Sanctuary. However, instead of going there, head
east of the building. Then move south through the forested pathway. It's one
way for a while. However, you will soon reach a fork.

Take the north fork to find your Faerie chilling by the water's edge. Talk to
it and she'll notice that you were the one who rescued her from the bottle!
She wants to apologize for running off like that, and agrees to fetch some
Oxyale from the bottom of the spring. Wait for her to come back and the
Faerie will give you some Oxyale! The Oxyale will allow you to breathe 
underwater as air will always flow from it. Coolness. 

Well, you can choose to walk all the way back to the entrance of Gaia, but
if you head back south to the fork again, you can move east and take a quick
cut out of the town. With the Oxyale in tow, step back onto the Airship and
fly back to the desert-ish area where you found the Caravan. At the southeast
end of the desert, there's a river. Step there and use your Canoe to sail 
north following the river's path. As you move upward, a sleepy-looking town
will pass by on your right. More on that later.

The river will begin to tighten up and empty into a lake in the middle of a 
mountain range. If you ever played A Link to the Past, you'll know what to do
here. There's a waterfall. Navigate your Canoe right into it to *gasp* find
a secret spot! 

                         __________________________
                    ---=|     Waterfall Cavern     |=---
                         ��������������������������    

From the entrance stairs, start out by moving north. After a short trot, you
will find a fork. Take the west fork. Advance this way and not too shortly
afterwards, you'll reach yet another fork. Take the west one and move forward.
Follow the pathway as it twists north. Further ahead is another split. Go 
southwest this time. Eventually, your team will stumble across an area inlaid 
with paths. The idea is to continue west so pick the path that leads west (and 
actually leads somewhere). 

If you picked the correct path, another fork will appear quickly. Go south to
the southwestern corner of the Waterfall Cavern. After a lot of walking, you
should stumble upon a door. Open it to find a lot of chests. Pick up the 
Wizard's Staff, a Ribbon, 13450 Gil, 6400 Gil, 5000 Gil, and a Defender. Re-
equip your team as necessary. Before you scatter out of here, talk to the 
robotic figure. It speaks in fragments although it does mention a Cube and 
Tiamat along with the Flying Fortress. With that, it gives you a Warp Cube.
Hmm... Backtrack to the exit stairs and get out of here. 

Canoe back south for a little bit until you see the small town again to your
east. Get onto land eventually and walk toward the town. Enter the sleepy
village of Onrac. 

                         __________________________
                    ---=|          Onrac           |=---
                         ��������������������������    

I suppose you probably want a well-deserved rest. Well, there is an Inn
south of the entrance area. However, it charges a very hefty fee of 300 Gil.
Live with it and have your party rejuvenate themselves. Leave the Inn and have
some pleasant conversations with a few of the townspeople. You'll hear about
some special things including the Sunken Shrine or Oxyale. In Onrac, you 
might as well do some shopping. Well, there really is nothing except for an 
Item Shop plus two Magic Shops. 

            Onrac Black Magic Shop ~
            ======================
                 * Saber -- Raises caster's attack and accuracy.
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Wizard

                 * Blind -- Blinds one foe with darkness.
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Mage, Black Wizard

            Onrac White Magic Shop ~
            ======================
                 * NulDeath -- Enhances party's defense against death.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Mage, White Wizard, Red Wizard
 
                 * Healaga -- Restores a lot of HP to entire party.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Mage, White Wizard

            Onrac Item Shop ~
            ===============
                 * Hi-Potion -- Restores 150 HP.
                      Cost: 150 Gil

                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Remedy -- Cures ailments except for stone and KO.
                      Cost: 1500 Gil

                 * Gold Needle -- Cures stone.
                      Cost: 500 Gil

                 * Cottage -- Fully restores party's HP and MP.
                      Cost: 2000 Gil

When you're done enhancing your character's magic or buying a few items for 
the journey ahead, begin moving toward the southeast end of Onrac. It's a bit
of a walk over a few causeways through some streams. At the end is a blue-
haired kid and a lady. The blue-haired kid will claim to have seen some shiny
object fall from the sky. It was the robot you saw before. Talk to the lady 
to learn that she's a mermaid! She notices your Oxyale and begs of you to 
please save the mermaids. 

The barrel is now accessible. Apparently, it should work as some sort of crude
submarine. Step right in and wait for it to slowly sailing through the lake.
A minor FMV sequence will preview the area just below. Welcome to the Sunken
Shrine. 

                         __________________________
                    ---=|       Sunken Shrine      |=---
                         ��������������������������    

Follow the pathway up to the main platform. The Sunken Shrine is a pretty big
dungeon so it's very easy to get lost. As you might have predicted, Kraken
holds the water crystal somewhere within the Sunken Shrine. Seeing as we're
pretty much under the sea, enemies will mostly be water-based. Thunder spells
will deal heavy damage to those marine creatures. Start off this dungeon by
moving north. Advance through the pillars until you see two paths leading east
and west. Pull a right and go through a door at the end. Pick up 2000 Gil.

Leave the room and move west back toward the main path. This time, go west
and follow the path. It should lead to another doorway with a chest inside 
it. Open it for a full 9900 Gil. Leave the room and continue east along the
pathway. Defeat any enemies that get in your way. Apart from the Water 
Elementals or Nagas, you shouldn't have too much of a problem with them. As
long as you use Thunder magic often (without killing your MP), each
fight should barely last a single turn.

Now begin to make your way eastward. There are a few doors around, but they
lead to small rooms with nothing inside them. Eventually, you should reach
some water. Near it is a staircase leading up. Take it and find yourself on 
4F. On the next floor, the area just west of your party is broken off. Head
south instead where you should find a door. There's nothing there so don't
even bother. You can head south, but go west first. At the end is a split in 
the path. 

Go south first. When you reach the four way intersection, move west. Follow 
this pathway to another fork. Go north and then right into a little niche in
the wall. In there, you'll find a chest with 20 Gil. Leave the room and move
north again. When you can, turn into the west portion of the area. From there,
head as far north as possible until you find a door. This secluded room holds
one of the Sunken Shrine's greatest treasure: the Diamond Armor. With that 
collected, head to the southern end of the area. 

In the southwestern corner is a room with a treasure chest. Open it for a 
Light Axe. From exiting that room, go eastward. When you hit the split, take
the upper path to a door. Enter yet another room to find a chest with Mage's
Staff inside. Exit the room and take the path east once more. Head as far east
as you can. Eventually, you'll hit the southeastern-most corner where a 
staircase is located. There's a room next to it with a whopping 12350 Gil in
it! I'd strongly suggest you pick up that money prize. When ready, ascend the
stairs to 5F. 

This floor is the top floor of the Sunken Shrine. Luckily, there are 
absolutely NO enemies around! Run around as much as you like because nothing
can hurt you. There's a bunch of treasure around here, but we need to pick up
a special item first. First, head due north from the stairs as far as possible
(ignore the doors for now) and begin moving west. The pathway will narrow a 
bit. When it begins to widen up again, head into the single room. The three 
chests in it contain Diamond Gloves, a Diamond Helm, and the Rosetta Stone! 

With the Rosetta Stone collected, take some time and go through this entire
floor picking up everything you might find. There are no enemies so there's 
no need to really worry about opposition. Throughout the entire level, 
Mermaids populate the area. Most of them talk about you reviving the water
crystal to save them. When you're ready, begin to make your way through the 
floors back to the entrance floor, 3F. 

If you absolutely, positively have to, you can go back into Onrac for a 
healing at the local Inn. Luckily, Onrac is just a level above us. Anyway, the
other stairs leading down to Kraken is in the northwestern corner of the 
entrance room. The other stairs are pretty much symmetrical to the ones you 
took to the Rosetta Stone. Nearby the northwestern stairs is a small pool of
water. The next floor has cracks and broken floor everywhere. Find a path that 
goes north. Follow it all the way to the upper end of the floor to find a 
staircase in the corner.

Those stairs will bring you to a secluded room within the Sunken Shrine. There
is one other staircase nearby which is pretty obvious. In a room like that, 
you might expect there to be some sort of secret compartment. There's nothing
so get a move on. The next floor consists of a square-ish hallway. There's a 
doorway, but the room it leads to has nothing. There is another stairway in 
the southeastern corner. Go down to 3F and find yourself in front of a door. 
Go through and pick up the 110 Gil and another chest with 450 Gil southward.
Don't go back north to leave though. Keep going south where a door can be 
found. Exit and descend the stairs.

You're back on 2F, but on a previous inaccessible area. Go west until you find
a four-way intersection. Go south and a little bit to the east and find a room
with two chests. Pick up the 7690 Gil and 8135 Gil. With that down, leave the
room and head directly west. Pay no attention to any paths branching off. 
You'll be moving in west without turning at all. Keep going until a room is 
reached. There's 385 Gil, 5450 Gil, and a very special Giant's Glove guarded
by two Water Elementals. These Giant's Gloves are special as they cast Saber
whenever used. 

Exit that room and begin to move back east. Immediately turn northward and
advance in this direction. Go straight north until you notice a door to your 
left. Pick up the Light Axe there. Exit the room and advance eastward. 
Soon, you'll reach another room with a few chests in it. Pick up 2750 Gil, 
9900 Gil, 7340 Gil, and a Ribbon. That really finishes all the treasures on
this floor. Leave the room and head north of that room. At the northwest 
corner, you'll find a staircase leading to the final floor before Kraken and
the water crystal. 

Move up a little bit and then head westward. Soon, the path will split. 
Continue north past the empty room. When you have the option of turning west,
take it. Follow this hallway south as it soon twists west. Stay along the 
wall and go into the first door you see. The final room before Kraken is a 
big one. Luckily, you won't have too much trouble navigating through it. 
You'll find the exit door just south of the northwest corner. For me, it took
less than 30 seconds to find it. The next hallway is very linear, eventually
leading you to the room of Kraken. Heal up as needed and activate the crystal.

     Boss Fight: Kraken ~
     =----------------=
          The gigantic water-beast known as Kraken is no pushover. There are
          many ways to tackle this battle. Using magic will help a lot 
          against Kraken and his unbeatable HP. Use Protera to cast a barrier
          on your team. Kraken does not use too much magic so don't go crazy
          with magical barriers. Use Black Magic techniques, Temper and Haste,
          to raise your physical unit's attack. A strike from Kraken deals 
          heavy damage so have a White Mage heal your team often. As a 
          water-based fiend, Kraken is easily effected by thunder spells. Keep
          your units healed up and in tip-top shape. A fully Hasted/Tempered
          Knight will wreak havoc. Along with that, a full-powered Thundaga
          will also do heavy damage. Kill Kraken to activate the water 
          crystal.

As the water crystal is activated, a scene shift will bring you to another 
area outside the Sunken Shrine. A statue protecting a doorway will slowly
break under pressure.  A mermaid is very surprised to see this. Consult the
Soul Of Chaos section on it. As of now, we have one more goal ahead of us: 
the wind crystal. Get to it!


    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.8. Fortress In the Sky -------------------- [5800]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



There is one more crystal to be destroyed. Obviously, you probably expect this 
next quest to be the most difficult of them all.

You'll find a warp behind the water crystal which will lead you outside of 
Onrac. Without a doubt, you'll probably need some good ol' healing back at the
Onrac Inn. Buy whatever else you might need. Anyway, now would be a good time
to recap on what we've accomplished in the Sunken Shrine. Apart from slaying
the third fiend, the Rosetta Stone was picked up! Do you remember a small 
town south of Gaia? If you ever went there, the inhabitants were speaking a 
strange language. The Rosetta Stone is the key to understanding them.

However, even with the Rosetta Stone in tow, you can't understand just like
that. Travel from Onrac across the river back to your Airship. Our next 
destination is Melmond, a town we visited a long time ago. Melmond itself is 
south of your current position. Bring up your world map and locate it. Fly 
across the seas and the land below until you locate the depressing town of 
Melmond. When you enter, you'll notice that the ground still hasn't improved. 
Ugh. 

Now in Melmond, head over to the northern part of town on the same strip of
land as Armor Shop. Turn right and you should notice a man with tan-colored
hair. This is Unne and he'll ask if he can see that tablet. After a moment's
examination, Unne will realize that this is the Rosetta Stone (wow, what a 
genius)! He'll hop (from excitement) a little bit and tells you that the 
Rosetta Stone will make it possible to decipher the Lufenian language. As a 
token of his gratitude, Unne will offer to teach you Lufenian too! After a 
few seconds, you are just as fluent as he is! 

Once Lufenian is memorized, the inhabitants of Lufenia talk clearly! To
get to Lufenia, find it first by riding northward up the peninsula sticking 
at the southeast end of the northeast continent. Lufenia's buildings are 
gray and the entire town is covered by forest. The closest place you'll find
to land is north of Lufenia near a small pond. Find a little area to land 
your Airship. From there, walk south and enter the town. 

                         __________________________
                    ---=|          Lufenia         |=---
                         ��������������������������

Although we went so far out of our way, you'll find that Lufenia really does
not have much to offer. Before we do anything, let's find some hidden Magic
Shops. You now can understand the people, but they won't really be too much
of a help. Some of them will mention Tiamat and her Flying Fortress. Anyway, 
head to the northeastern corner of town where you'll see a gap in the fence. 
Walk straight east from this hole. Instead of leaving town, you'll find two 
Magic Shops. Here, you can finally complete your magic lineup!

            Lufenia Black Magic Shop ~
            ========================
                 * Flare -- Blasts all foes with light and heat.
                      Level: 8
                      Cost: 40000 Gil
                      Class: Black Wizard

            Lufenia White Magic Shop ~
            ========================
                 * Full-Life -- Revives one ally and fully restores HP. 
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

Although there are only two spells, both of these are arguably the best spell
of both White and Black Magic. Discard magic spells to make room for them if
you can. Basically, that's all the shopping in Lufenia. The last thing that
we'll have to do is to find the Bell. Lufenia is made up of three main 
platforms. A small stream separates the two on the side. Make your way to the 
east platform. In the southwestern corner of that platform is a man standing
still. Converse with him and he will hand to you the Chime.

The final lair of the fourth fiend lies high in the sky on a Flying Fortress.
The Mirage Tower of the desert is the gateway to the skies. Take the tedious
journey from Lufenia all the way back your Airship. If you have to, get to
Gaia and heal your team up. Either way, venture into the Yahnikurm Desert. 
Since one can't actually land in the desert, you'll have to find a little 
patch of grass on the desert's outskirts in order to find your way. Your main 
goal here is the Mirage Tower in the direct center. A good stop is the grassy 
area southeast of the desert. Have fun walking...

                         __________________________
                    ---=|     Yahnikurm Desert     |=---
                         ��������������������������

The area around here makes for a good training spot, but monsters are 
considerably tougher. Find your way to the center of the Yahnikurm Desert
where a tower (it's pretty easily seen) stands valiantly. If you had ever come
here before, your party was not able to enter the Mirage Tower. With the 
Chime, access is granted. Duh. 

                         __________________________
                    ---=|       Mirage Tower       |=---
                         ��������������������������

To get to the Flying Fortress and Tiamat herself, you'll have to fight
through the Mirage Tower which acts like a gateway to the fortress in the 
sky. The Mirage Tower might be a bit difficult, but not too much. Some enemies
around may be a new face to you, but a lot of them are ones you've seen 
before. Guardians should be cautioned around as they can paralyze you. Make 
sure that your team is leveled up well enough before entering the tower.

On the first floor, you can see the exit stairs to 2F to the left of the 
entrance. You can easily get to it, but there are many treasures hidden in
the rest of the dungeon. First off, go through the door right in front of 
the entrance. The middle area of the first floor is the home of many worthy
treasures. Find your way toward the plethora of chests in the middle and
begin to take your loot. Steal 800 Gil, a Healing Helm, 3400 Gil, a Vorpal
Sword, 18010 Gil, 2750 Gil, an Aegis Shield, and a Tent. 

With all of those collected, go back to the door which you entered from.
There's another door to the left of it. Go through that one to find yourself
right in front of a set of stairs. Walk up to the second floor. Now hurry 
along this pathway on the edge of the floor. Keep moving this way. When you
reach the apex of the path on the north wall, you should hopefully notice a 
staircase leading up to the third floor. We'll be getting there... after 
picking up some more loot of course.

Shortly after you see the staircase, the path will begin to break up and you
finally have access to the center of the room. Notice that in the center, 
there is a really big room. Walk south along this way hugging the wall of 
this hidden room. The door at the south end will lead you inside the gigantic
room. Move northward and check out all the treasure. Be sure you pick up the
Dragon Mail, 10000 Gil, Sun Blade, 7600 Gil, Cottage, 13000 Gil, 12350 Gil,
Thor's Hammer, 7900 Gil, and 8135 Gil. Re-equip as necessary. 

Just leave the room at this point. Remember the staircase leading up to the
third floor? Walk northward and find it. There may be a robot patrolling the
area. If you talk to him, he'll notify you of one of his "friends" landing
somewhere to the west. Hopefully, you remember the quick journey through the
Waterfall Cavern. The final floor of the Mirage Tower has no treasures. 
Heal up your party and walk along the outskirts of the floor to the south
end. 

There's a door there that should be entered. Trot into the room and fight the
Blue Dragon that automatically engages you. It might be a tiny bit difficult,
but the Blue Dragon shouldn't take too much effort. Defeat it and talk to the
robot thingy. Using the broken sentences that all the robots seem to bear, 
he'll tell you to use the Warp Cube and warp to the Flying Fortress. Tiamat
is waiting for us over there. Step onto the panel and "warp" to the Flying 
Fortress...

                         __________________________
                    ---=|     Flying Fortress      |=---
                         ��������������������������

Prepare yourself for quite a challenge. The great dungeon in the sky is 
multi-leveled with gigantic floors. Enemies and monsters hiding around are 
very tough. Many of them have death-casting capabilities such as the Evil 
Eye, a monster you have fought in the past. However, there are a lot of 
DIFFERENT kind of enemies. If you are one of those people who get annoyed
after seeing the same monster over and over again, I'm pleased to tell you
that there will be none of that here. If you ever need to leave, you can use
the Warp Cube to get back down.

Notice how the entrance area is like a four-way intersection with you in the 
middle. First off, head southward. Walk out the door outside. At the south end
of the pathway, you will locate a room. Inside is a chest containing a Razer.
Now exit the room and head back north toward the four-way intersection. This
time, advance east. There shouldn't be too much trouble getting to the room at
the end of that path. Inside that room, pick up 180 Gil, 5000 Gil, a Protect
Ring, 6720 Gil, and a Healing Helm.

With that treasure in your bag, waltz back to the center area. Take the west
fork. The path is fairly short here leading up to another door with more loot. 
There, you'll find 7900 Gil, 4150 Gil, 9900 Gil, and a Potion. That pretty
much sums up what you'll find on this floor. Head back to the four-way 
intersection. To go upstairs, go due north until you find a tablet on the 
ground. The Flying Fortress decided to be cooler than the other dungeons and
have a warp thingy instead of a conventional staircase. Step into it and warp 
to 2F. 

Now on the second floor, go straight down. There's another intersection here
except you have six paths branching out. Head down into the center. I would
suggest going northeast first. That path will lead to a room containing a 
treasure chest. Pick up the Diamond Gloves and move back to the center area.
We'll be moving clockwise along the paths. This time, go straight east. That
pathway will bring you to a room containing a Diamond Shield and a Ribbon. 

Once again, head back to the intersection area. The next path down is the one
leading southeast. Pick up two very important items, the Black Robe and a 
White Robe. I'd suggest definitely picking these up as the White Robe casts
Invisira whenever used and the Black Robe casts Blizzara. Back at the 
intersection, skip over the south path and go southwest. Taking the place of a 
treasure chest is a piece of Adamantite. Be sure you take that before heading
back to the center.

The pathway leading straight west will bring you to a room with 880 Gil and
13000 Gil. The final pathway before we go south is the northeast one. You can
snag a Mythril Helm along with a Cottage. With that, find your way to the 
south pathway leading that way. At the far end is a warp which will bring you
up to 3F. Right at the start, go a bit to your right and talk to the robot.
He'll notify you of the observation window. Check it to see how the four 
crystals are converging upon a single point. Keep this area in mind as 
it's the location of the Chaos Shrine. Sound familiar? 

From the observation window, go due east. When you hit the wall, head north.
There's a room there containing more loot to pick up. The six treasure chests
inside contain quite a lot of goodies. Take 8135 Gil, a Protect Cloak (really
valuable item), 9500 Gil, Clothes, a Gold Needle, and 6400 Gil. Trudge back 
to the observation window thingy and advance north from that point. The 
fairly linear path will come to another room. Take 5450 Gil, a Potion, 
9000 Gil, and a Protect Ring. 

With that collected, head back to the center area with the observation 
window. From there, begin moving west. The warp leading upward is around this
area, but venture into the other room first. The four treasure chests hold
a Sasuke's Blade, 3400 Gil, 4150 Gil, and a Gold Needle. The Sasuke's Blade
would be great to equip on your Ninja if available. Anyhow, exit the room and
find the warp in the vicinity leading to 4F. 

The last floor before Tiamat is kind of disappointing. First off, there are
multiple warps leading to 5F on this floor so there shouldn't be any trouble
finding it. The path I took was moving west past two pits and south two pits
to find one of the warps. Take any warp upwards to the final floor. From this
point, it's all just walking north. Heal up your team, and touch the crystal
to begin the fight...

     Boss Fight: Tiamat ~
     =----------------=
          The great Tiamat of wind is the final fiend of the four crystals.
          Out of all magic spells, there are a few that are a must. Be sure
          to cast NulAll to prevent her magic spells from getting to you. 
          Similarly, Protera should be casted to protect your team from 
          devastating physical attacks. In terms of Black Magic, try to keep
          physical units pumped through using Haste and Temper to raise 
          attack. A few pumped physical units will be sure to deal heavy 
          damage. However, don't get complacent and leave your team 
          unprotected. Surviving Tiamat relies heavily on your ability to 
          counter her terribly powerful strikes. Establish a good defense
          before going all-out. With effort, Tiamat is defeated. 

With the fiend out of the way, the final wind crystal will be activated to 
your actions. As the crystal shimmers, your team cheers for success. 
Elsewhere, yet another door will crack open revealing an open doorway...
Read the Soul Of Chaos section for it. With that, there is one final dungeon 
ahead of us. Step onto the warp behind the crystal to warp out.



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             5.9. Final Chaos ---------------------------- [5900]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]



If you might remember correctly, the little observation window in the Flying
Fortress had shown you where the four elements were converging. They all met
north of Cornelia in the Chaos Shrine. That was the location where you 
fought Garland at the very beginning of the game. Before we get over there 
however, we need to pick up a very special weapon. Remember the Adamantite
you found before? We'll be putting that to use. 

Get out of the desert back to your Airship. Our first stop before the Chaos
Shrine is Mount Duergar. That's near the area where you blew a hole to form
a canal in the water. That's way back southwest so get moving. Use your world
map to find your way to it. Enter the cave and go west. The room we're looking
for is somewhere along the north wall. You can tell whether or not you're in
the correct room as a blacksmith is working around. Talk to Smyth. 

Your party will automatically place the Adamantite on the table. Smyth will
be awed instantly. With his terribly annoying accent, Smyth will offer to make
you an amazing blade. Wait a while as he slowly forges the new sword. Pick up
the Excalibur: The finest sword you'll ever wield. With that done, leave 
Mount Duergar. If there is anything else around you'd like to purchase before
the final dungeon, there wouldn't be a better time. When ready, fly over to
Cornelia and heal up at the Inn.

Hopefully, you remember where the Chaos Shrine is. However, it's been a 
while so it wouldn't be too surprising if you forgot. The dungeon itself is
north of Cornelia. Check your world map to see. Fly up there where the fat
dungeon resides. Get out and enter. 

                         __________________________
                    ---=|   Chaos Shrine (Final)   |=---
                         ��������������������������

The first room of the Chaos Shrine looks just like we remember. The first 
floor has nothing really dangerous, but as you progress through the dungeon,
a whole bunch of tough enemies will make their appearance. The Chaos Shrine
offers the largest selection of monsters out of any other area in all of this
world. Without a doubt, there are a few to watch out for. 

While fighting through the Chaos Shrine, keep an eye out for Green Dragons,
Red Dragons, Water Elementals, Vampire Lords, and Death Knights. Also, the
four fiends will make their second appearance ALL in this dungeon. Without
Inns to stop at, keeping your party in tip-top shape may be a toughie. Anyhow,
to start off, go due north. There's a door there leading into a room with a 
crystal. Walk up to it and your party will focus the light of the crystals on
the black crystal.

Take one step forward, and you'll be warped backwards in time a full 2000
years! There will be a small time warp behind you as you enter the true Chaos
Shrine. If at any time you need to leave, this is where you'll want to go. 
With that, walk south and exit the room. The first floor of the Chaos Shrine
is very linear. There are four staircases in the area. However, the one we're
looking for is the staircase in the southeastern corner. Walk your team over
there and head to the second floor. 

From here, you'll want to walk east where a silvery staircase awaits. On the
third floor, you start off in the northwestern corner. From there, head south
until your party hits the southwestern wall. Then turn east and follow the 
pillars as they twist north toward the center of the room. The pillars will 
lead to a door. As soon as enter however, watch out as a scripted Death Eye
fight will occur. The Death Eye is pretty much a knock off the Evil Eye you
fought in the past. 

There are two chests in this room. Pick up a Dry Ether and and Elixir. With
that, head to the center of this small room where a stone slab is placed. 
Examine it and your party will play the Lute you received a long time ago.
Suddenly, the slab will disappear and a ladder will appear stretching down
into the abyss. Well, no where else to go but down. 

Now back on the second floor, exit the room. Head west and then north toward
the northwestern corner of the room. The stairs will lead you back to the 
first floor in a secluded location. Start off by moving west. Move all the way
to the northwestern corner of this room to find another set of stairs. 
Descending will bring you to the basement floor. The path will lead north.
Follow along until you reach the north end. Then head east. Pass the first 
fork leading south (lined with pillars).

At the northeastern corner, begin to move south (this is getting repetitive). 
Finally, your party will come across a door. It's completely empty so there's
no need to explore it. However, go to the southeastern corner instead. Heal
up your party, and walk into the stairs. Suddenly, your party is pushed 
forward into battle! You are fighting the first fiend, Lich. I'm sure most of
you remember his incredible fatness. Lich is still up to his old antics so 
beware. Take advantage of his Fire weakness and watch out for his newfound
spell, Flare. If you need to, cast Protera and NulAll to help protect your
team.

Once Lich is defeated, the stairway will be clear. Unless you want to fight
Lich again, don't step back. Even if you wanted the EXP or Gil, there is no
need to as Lich provides only a measly 2000 EXP and 1 Gil. Descend the stairs
to the next basement floor. As you enter B2, you should notice the other 
stairs to your immediate east. However, a wall stands between you and the
staircase. There are some chests on this floor so get ready for some treasure
hunting.

Leave the small room and head west. At the pillars, begin to move north. 
If you look carefully, you should see a door. The wall's color scheme makes
it a bit difficult to see though. Go through and head east. Watch the bottom
wall for another doorway. When you see it, exit. Go south a bit and then east
to find the staircase leading down that we saw at the beginning. Instead of
using it though, head south from it. 

There are two rooms here. In the west room (Haha, sounds like 'restroom.'), 
enter to find a Protect Ring. Head south from that single chest to the 
southwestern corner. A door can be located there. Follow it out through the
hallway. Keep moving as it twists east too. The path will then lead you to a 
hidden room. Inside is a Sasuke's Blade. From here, just backtrack to the 
Protect Ring room and then back out. With the west room cleared, go into the
east room.

More chests are here. Steal a Protect Cloak along with some other thing south
and east. Follow this long pathway to another door leading to ANOTHER door. 
There is one chest there. This better be good. Open it to find a... Megalixir!
You better save that for before the final fight. Leave the room and backtrack
all the way to the stairs leading into the next basement floor. I assume you
remember how to get back. But before you leave, heal up as Maralith will 
terrorize you!

Maralith is still as strong as ever. Capable of casting Firaga, NulBlaze is a 
strong recommendation here. Likewise, keep your party protected with Protera.
If you didn't waste all your MP fighting the dungeon monsters, use your Black
Wizard to cast Temper and Haste on your main fighters. As always, a fully 
Tempered and Hasted Knight deals incredible damage. Keep Maralith pounded and
she'll fall in a fiery death. Once again, do not take a step back unless you
want to fight Maralith one more time. The next floor awaits.

This next floor can be a difficulty to navigate through. Basically, your 
target is the southeastern corner. Keep in mind that you start off in the 
northwestern corner. Start your trek by going through the door immediately. 
You'll find yourself in a small room with no redeeming value. There's another
door which you should exit from. Head southeast past the row of pillars and
go as far east to find a door.

Go through that door and follow the room to the south end. Exit that room
and begin heading north. There's a door there that looks as if it's connected
to that room you just waltzed through. Open it and follow the room west where
another door will lead you back out south. Keep moving southward past the 
little area of blocks. Hit the south wall and move east. Heal up your team 
once more as Kraken is about to make his appearance.

Kraken still looks the same as always. Being the fat, blubberish creature he
is, expect him to attack last. The first turn should be spent casting Protera
on your team along with Hasting and Tempering physical units. Pound Kraken
with attacks before he deals too much damage. Use your White Wizard to keep
your party healed up and in tip-top shape. Watch out for Kraken's incredibly
damaging strikes. Kill him off to clear the way to the next staircase. There's
nothing else to do but continue now. 

The floor before the final fight is a tough one indeed ending in (you might
have saw it coming) a re-done fight with Tiamat. Before we actually head for
the stairs, you'll want to pick up the Masamune From the stairs, go due south. 
The path will turn a bit to reveal a fork. Continue to head south. When you 
hit the wall, head east and then south. Immediately, you have the option of 
going east again. Advance in that direction.

Hit the south path and hug the south wall as you move east. The path will 
begin to zig-zag. Follow it east again to eventually walk to a room containing
a single treasure chest. Open it for the Masamune. This katana is even more
powerful than the Excalibur. Equip it immediately. Now it's time to head back
to the entrance stairs. Backtrack back to the entrance stairs. 

From the entrance, it's really pretty easy to find Tiamat. Head south as if 
you were going for the Masamune again. Instead of going south once you reach
the fork though, head east. The path will slowly twist north again, but head
east into the small corridor. About halfway across, you'll fight Tiamat once
more. The multi-headed dragon is still as terrifying as ever. With more HP, 
she is tougher to bring down. Immediately cast Protera and the like on your
team and boost your physical units. Winning out on this battle really depends
on your party's endurance. If you lose out here, you better train harder as
Chaos is five times as hard.

With the fiend finally defeated, walk forward. You will find the actual stairs
leading to the next floor at the northeastern corner. The final floor has no
enemies. Take this time to heal up your team. Remember that Megalixir you 
picked up before? Now would be a great time to use it! Walk south around the
big room in the middle. Go through the door at the south end and walk up. 
Is it Garland? Yes, it's a much younger Garland and he has realized his 
death 2000 years in the future. The four fiends had saved him however sending
him backwards through time. Prepare to fight... Chaos...

     Boss Fight: Chaos ~
     =---------------=
          Being the granddaddy of them all, Chaos is no pushover. He is the
          final fight. Quickly cast Protera and Hasten your physical units.
          Chaos is capable of sending high-powered magic spells as well 
          including the very dangerous Blaze, Tsunami, Earthquake, and Cyclone 
          spells. Use NulAll to help protect your team from these 
          monstrosities along with NulBlaze, NulShock, and NulFrost. Fully 
          pump up all of your physical units with Temper and Haste while your 
          White Wizard protects the team through use of Healaga and Curaja 
          whenever possible. Don't forget about Invisira and Protera to 
          increase the protective and evasive barrier around your team. Chaos
          is resistant to nearly every single element and status ailment. 
          Don't try magic spells as they will just bounce off. Instead, keep
          Chaos constantly pounded with physical strikes from your fully 
          pumped physical units. 

Your success is marked with a slow, painful death on Chaos's part as he slowly
dissolves into air. Finally... our quest is at last... over. 

                    _______ _              _______           _ 
                   (_______) |            (_______)         | |
                       _   | |__  _____    _____   ____   __| |
                      | |  |  _ \| ___ |  |  ___) |  _ \ / _  |
                      | |  | | | | ____|  | |_____| | | ( (_| |
                      |_|  |_| |_|_____)  |_______)_| |_|\____|
                                            

*=============================================================================*
    +---------------------------------------------------------------------+
                               6. Soul Of Chaos                   [6000]
    +---------------------------------------------------------------------+
*=============================================================================*

A side-quest you can take throughout this game are the Soul Of Chaos dungeons
which are unlocked after defeating certain bosses within the game itself. 
There are four in all. I wouldn't suggest venturing into any of them until
you are somewhat late in the game as even the bosses in the Earthgift Shrine
are difficult. 

The first thing to understand before reading through this section is that each
dungeon is randomized in floor selection, item prizes, and bosses. If you 
visit a dungeon once, it might be completely different other times. However,
each dungeon does have a layout that is followed every time. Depending on what
floor the listed area is at, it might have a different amount of chests. 
Without saying, you will have to go through each dungeon multiple times to 
fully "clear" it. 

Understandably, this took me a long time to fully gather so I hope you 
appreciate my efforts. =P

I'd also suggest you look at some of the maps on GameFAQs. I can't depict
everything through text. Mikaga and some others have some great works there.
Also, be sure to take a look at TFergusson's detailed analysis of these
dungeons in his in-depth guide. Those sources will prove to be a great asset. 
If you have any more questions, email me or post on the message board for 
this game on GameFAQs. 

          NOTE: Due to the vast size of these dungeons, I can't guarantee that
                you'll find every single floor listed. If I missed any, please
                contact me. If you don't see a floor that you need, just go
                on by yourself. 

    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             6.1. Earthgift Shrine --------------------------- [6100]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~] 



The Earthgift Shrine is unlocked once you defeat Lich and activate the yellow
crystal. The dungeon entrance can be found on the way from Cornelia to the
Chaos Shrine. Once the Lich statue is cleared out of the way (after defeating
him of course), you will have access to the dungeon. This dungeon has five
floors and four possible bosses. 

   +----------------------------------------------------------------------+
   |                       P O S S I B L E   I T E M S                    |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B1   | Hi-Potion, Spider's Silk, White Curtain, Remedy             |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B2   | Vampire Fang, Blue Curtain, White Fang, Kenpogi             |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B3   | Potion, Speed Drink, Protect Drink, Black Cowl              |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B4   | Ether, Red Fang, Silver Apple, Elven Cloak                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B5   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+  

     Desert ~
     =----=
          Description: This floor presents itself as giant desert. If you walk
          around a bit, your character will never find an end as the actual
          area "loops" itself if you walk off the map. To find the exit which
          is a staircase leading down, you'll have to find the center of the
          area. This may be difficult as you can spawn in a random area. Use
          the groups of palm trees to help you out. Find the oasis and you'll
          find the exit out of this floor. From the oasis, collect as many
          treasures as you can. 

          Possible Chest Amount 
          ---------------------
               If B1 or B2 = Up to 2 chests
               If B3 = Up to 3 chests
               If B4 = Up to 4 chests

          Chest Location
          --------------
               1. In the middle of a group of six palm trees north of the 
                  exit. 
               2. In the middle of a group of three palm trees south of the
                  exit. 
               3. Right by a single palm tree southwest of the exit. 
               4. In the area of three trees in a grassy area east of the
                  exit. 

     Cave #1 ~
     =-----=
          Description: This cave area is one of two different cave areas you
          will go through. There is one path and the area is fairly linear. 
          You'll also be walking through two chests that are side by side. 
          Indeed, this is one of the easier floors. The exit as at the end of
          the pathway through the cave. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 2 chests

          Chest Location
          --------------
               1. You'll find it while walking along. There's one on the left.
               2. You'll find it while walking along. There's one of the 
                  right. 
 
     Cave #2 ~
     =-----=
          Description: This cave area differs from Cave #1 as it holds a 
          maximum of 3 chests as opposed to 2. As soon as you enter, walk 
          forward and two paths will jut out in opposite directions. This is
          the key difference you should look out for. 

          Possible Chest Amount 
          ---------------------
               If B1 or B2 = Up to 2 chests
               If B3 or B4 = Up to 3 chests

          Chest Location
          --------------
               1. At the end of the right path jutting out from the main 
                  path.
               2. At the end of the left path jutting out from the main 
                  path.
               3. At the intersection of the paths of which the left leads
                  to the exit. 

     Forest ~
     =----=
          Description: This maze-like dungeon is placed in a purple-tinted
          forest. Noticeably at the beginning, soldiers will block your path.
          Touching them will initiate a battle. Defeat the monsters and the
          soldier will be gone. The exit itself is viewable once you enter the
          area, but you'll need to transcend through the forest maze in order
          to reach it. 

          Possible Chest Amount
          ---------------------
               If B1 or B2 = Up to 2 chests
               If B3 = Up to 3 chests
               If B4 = Up to 4 chests

          Chest Location
          --------------
               1. At the southwest part of the forest south of the starting
                  position. 
               2. At the northwest corner of the forest. 
               3. At the northeast corner of the forest. 
               4. At the upper fork of a path leading inward. 

Once you clear all four floors, you'll appear on B5 with a choice of four
possible bosses. Although there appear to be only two doors, walk behind 
either of those rooms to find another pair of rooms behind. The four bosses
are Echidna, Cerberus, 2-Headed Dragon, and Ahriman arranged in this fashion. 


            +-----------------+              +-----------------+
            | 2-Headed Dragon |              |     Ahriman     |
            +-----------------+              +-----------------+
                    |                                  |
                    ^                                  ^
            +-----------------+              +-----------------+
            |    Cerberus     |              |     Echidna     |
            +-----------------+              +-----------------+
                    |                                  |
                    `------<------------------->-------'
                                     | 
                                     |
                                 ENTRANCE

They are all difficult so try to be fairly leveled up with good equipment
before taking a knock at them. 

     Boss Fight: Echidna ~
     =-----------------=
          Protect Rings are strongly recommended for this fight due to 
          Echidna's Death castings. Earthquake and Death are the two spells
          you'll want to watch out for. If you can avoid Earthquake as 
          best as possible (which is a bit difficult considering that Echidna
          uses it almost every other turn), you should be able to beat him 
          out. Invisira can help too as it increases evasion enough to avoid
          an Earthquake or Death attack. Don't bother with magic attacks. Just
          hit your attacking units with Temper and Haste. Just keep attacking
          with physical attacks. 

     Boss Fight: Cerberus ~
     =------------------=
          Cerberus casts Thunderbolt very often. That really seems to be its
          only main attack (not including his regular attack). Of course, put
          up a NulShock barrier immediately to shave off some damage. Once you
          get up a Protera and NulShock barrier, begin to pump up your main
          attackers by using Temper and Haste. With an effective border up, 
          Cerberus's Thunderbolt attacks will be weakened. Don't bother with
          magic. Just attack and keep your team healed. 

     Boss Fight: 2-Headed Dragon ~
     =-------------------------=
          The 2-Headed Dragon is by far the easiest boss in Earthgift Shrine. 
          Even so, this dragon fiend can still be a challenge if you aren't 
          leveled high enough. The 2-Headed Dragon's main weakness is the fact 
          that he only has one main advantage: physical strength. Therefore, 
          if you up your evade enough so that the 2-Headed Dragon will miss 
          every turn, the battle is yours. To help lessen damage, considering
          slowing him down to lower his physical damage extensively with the 
          spell, Slowra. The beginning of the battle is usually the hardest 
          part, but if you're level is high enough past 35, then you should be 
          fine. 

     Boss Fight: Ahriman ~
     =-----------------=
          This one-eyed freak is as ugly as he is tough. You'll definitely be
          annoyed by Ahriman's constant use of Earthquake--killing instantly. 
          If you can get past the Earthquake, you should be, for the most part,
          fine. However, Blaze still does freakishly large amounts of damage
          so make a NulBlaze is put up. Occasionally, Ahriman will physically
          attack which isn't too powerful. However, do make sure that you have
          Protera up along with Invisira to help make avoiding the Ahriman's 
          attacks must easier. While your magic casters are busy with that,
          cast Temper and Haste on your physical to double and triple the
          damage dealt to Ahriman. If you keep your defenses up, he will go
          down. (Also, the chest next to the Ahriman contains a Megalixir.



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             6.2. Hellfire Chasm ----------------------------- [6200]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~] 



The Hellfire Chasm is unlocked once you defeat Maralith and activate the 
red crystal. The dungeon can be found by the Dragon Caves. It's the lower 
cave on the Dragon Caves island that has a tinge of blue-green on it. Once 
the Maralith statue is cleared out of the way (after defeating her of course),
you will have access to the dungeon. This dungeon has ten floors and four 
possible bosses. You fight two for each pass--one on the fifth floor and one 
on the tenth. The floors are of course, randomized. However, each floor will 
appear once and only once. 

   +----------------------------------------------------------------------+
   |                       P O S S I B L E   I T E M S                    |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B1   | Remedy, Cockatrice Claw, Hermes' Shoes, Speed Plus, Stamina |
   |        | Plus                                                        |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B2   | Echo Grass, Hi-Potion, X-Potion, Blue Fang, Bard's Tunic    |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B3   | Red Fang, Phoenix Down, Stamina Plus, Mind Plus, Sage's     |
   |        | Surplice                                                    |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B4   | 700 Gil, Giant's Tonic, Eye Drops, Turbo Ether, Silver      |
   |        | Apple                                                       |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B5   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+  
   |        |                                                             |
   |   B6   | Blue Curtain, Red Fang, Strength Tonic, Thief's Gloves,     |
   |        | Luck Plus                                                   |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B7   | Hi-Potion, Faerie's Tonic, 150 Gil, Hermes' Shoes, Twist    |
   |        | Headband                                                    |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B8   | Blue Curtain, White Curtain, Power Plus, Sage's Mitre, 250  |
   |        | Gil                                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B9   | Giant's Tonic, Ether, War Hammer, Som Drop, Emergency Exit  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B10   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 

     Heat Maze ~
     =-------=
          Description: Lots of lava here. The path at the beginning has lava,
          but a little bit of walking down should reveal a door leading into
          a giant, lava-less room. However, the room is basically a big
          maze. Getting around can be very frustrating. The exit is easy to
          reach, but you'll probably want the treasures to. Along the southern
          wall of the maze, you should find a door leading to a staircase. 
          That's it. 

          Possible Chest Amount 
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 = Up to 3 chests

          Chest Location
          --------------
               1. Walk to very north end of room and coast westward along the
                  the path. When you hit the wall, head south and move east
                  into the pathway. When you hit the fork, take the upper one
                  leading east. The chest can be found in a dead end. 
               2. Northwest of first chest.
               3. Just below the second chest. 
               4. Go back to the fork and take the lower one. The chest can
                  be found at the other end.
               5. Right of the fourth chest. 

     Lava Path #1 ~
     =----------=
          Description: There's a lot of lava here, but only two chests! This
          really is not a great floor considering the lack of treasure. The
          charred rocks scattered around will block your path often. While a 
          treasure chest might look like it's right there, look down as a rock
          might be blocking you. Remember to watch your health as the lava
          really wreaks havoc. To get to the exit, try to go as far north as
          possible and then head as far west as possible. Head south until you
          see a little pathway created by the rocks leading west. The 
          staircase is there. 
 
          Possible Chest Amount
          ---------------------
               If B1 to B9 = Up to 2 chests
   
          Chest Location 
          --------------
               1. In the center of the area is a very short pathway leading to
                  a dead end and a chest.
               2. In the northeast corner is another chest. You'll have to 
                  walk around the rocks to reach it. 

     Lava Path #2 ~
     =----------=
          Description: It's kind of difficult to distinguish this level from
          the other lava levels. However, when you do reach it, know that all
          treasures can be found in the very northeastern-most room. To find
          the exit, just get to the somewhat eastern part of the area (I'm
          not talking about the treasure room) and scan the left wall for a 
          pathway leading to the staircase. 

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 = Up to 3 chests

          Chest Location
          --------------
               1. Move to the east portion of this area. Head as far south as 
                  humanly possible and then walk to the east. Just follow the 
                  path as it twists toward the north. The chest is inside 
                  that room. 
               2. Read above.
               3. Read above. 

     Lava Path #3 ~
     =----------=
          Description: Oh noes! Not more lava!! From the entrance, you have
          three possible ways to go. If you don't care about the treasure, 
          then you can just head west and follow the path along the outskirts
          of the level. If you move in a clockwise pattern, you should 
          eventually find the exit. However, who doesn't want to pick up the
          loot?

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 = Up to 3 chests 

          Chest Location
          --------------
               1. The south path from the entrance. Just follow it to find
                  it. 
               2. North of the first chest. Take the path. 
               3. At the east end of the area. Take the path to it.
               4. West of the starting position on the way to the exit. 

     Fiery Ruins ~
     =---------=
          Description: This level bears a strong resemblance to the Sunken
          Shrine dungeon bar the fact that it's red. Bats are flying around
          everywhere spastically and you're in the northeastern corner. As 
          long as you step on the red tiles, you take damage. However, there
          are gray tilings around that you won't get burned on. Use these to
          plan your next moves. To get to the exit, just head all the way
          south from the entrance area until you hit the south end. Then head
          east and north. Follow the path to eventually find the exit. 

          Possible Chest Amount 
          ---------------------
               If B1 or B2 = Up to 2 chests
               If B3 to B6 = Up to 3 chests
               If B7 to B9 = Up to 4 chests

          Chest Location  
          --------------
               1. From the start, head south and then west. The room there 
                  contains two chests.
               2. Read above.
               3. From that room, leave and head west and north. The room 
                  there contains two chests. 
               4. Read above. 

     Cavern ~
     =----=
          Description: This is a pretty easy area to navigate through. The 
          path is very linear with exception to two loops, which basically
          go to the same place anyway. The exit is to the extreme south. You
          usually begin around the north or middle area of the cavern. 

          Possible Chest Amount
          ---------------------
               If B1 to B2 = Up to 2 chests
               If B3 to B9 = Up to 3 chests

          Chest Location 
          --------------
               1. The very western-most portion of the area (north end) holds 
                  a chest at a dead end. 
               2. Somewhere down the middle of the area. It's along the path
                  to the exit.
               3. A little way north of the exit. 

     Authorized Personnel Only ~
     =-----------------------=
          Description: This is a weird place. You have these guys walking 
          around with no general purpose. Basically, all they really talk
          about is you trespassing on their land and calling you a bad, bad
          adventurer. Hmm. Anyhow, you'll find the exit on the east side 
          toward the northern end. Also, there are no random encounters unless
          you step on the sparkly stuff on the ground. Whee!

          Possible Chest Amount
          ---------------------
               If B1 or B2 = Up to 2 chests
               If B3 to B6 = Up to 3 chests
               If B7 to B9 = Up to 4 chests

          Chest Location
          --------------
               1. In a little niche blocked off by sparkly ground (monsters). 
               2. West end of the area.
               3. Southeast portion of the map. A lot of people are standing
                  around there.
               4. A bit north of first chest in a room. You'll find a chest
                  there. 

     Overworld ~
     =-------=
          Description: Yes, this is pretty extreme. One of the levels is 
          actually a giant area resembling the overworld. There are three
          different variations, and each one has a ship, an airship, and a 
          pirate by the name of Thule. Crazy, I know. One last note, you can 
          _run_ in this overworld like you might do in dungeons. Give it a 
          try. 

          Possible Chest Amount
          --------------------- 
               If B1 to B2 = Up to 2 chests
               If B3 to B6 = Up to 3 chests
               If B7 to B8 = Up to 4 chests
               If B9 = Up to 5 chests

          The first variation starts you off in a forest with a blue patch to
          your south. The ship is pretty easy to get as all you have to do is
          walk southeast. You'll find the ship safely docked. Now, you can
          either take the ship, or find the airship by talking to Thule. It
          doesn't matter which way you choose, but collecting the treasures
          will be much easier with the airship. Thule is located at the very
          south end of this area. You'll cross a desert on your way to meet 
          him. He'll tell you to find the airship at an oasis. The oasis is
          at the north end of this world in the middle. Just examine the palm
          tree and the Hellfire Chasm airship is yours. You'll find the exit
          on the island east of the airship. 
          
          Chest Location
          --------------
               1. East of the airship location on a moon-shaped island. 
               2. Southeast of the airship location in a thick forest.
               3. South of where you originally found the ship. 
               4. West of the third chest. Canoe is required. 
               5. Southeastern-most island. Directly east from Thule. 

          The second variation begins with you standing in the northwestern
          portion of the world. To get the ship, you have to walk south through
          a canyon. When you reach the patch of sand, head west to find the
          ship. Use it to sail southeast past a fully forested island and 
          around a peninsula with rivers on it. The island immediately past
          that holds Thule. Talk to him and he'll mention an airship and an
          oasis. To get to the oasis, sail south so you appear at the north 
          end of the overworld. Find the dock and get off. Then move east past
          a mountain range into the oasis. Examine the palm tree to get the
          airship. The exit is just west of the airship's location.

          Chest Location
          --------------
               1. On the same island as Thule. 
               2. At the desert patch east of the ship, head northeast to find
                  a chest. 
               3. A little way north of Thule's island.
               4. Above Thule's island is a dock. Directly east of this dock 
                  over some water is a chest. 
               5. West of the exit near the foot of a mountain is a chest. 

          The third variation involves a continent with mostly rivers and
          water. Begin by moving southeast into a river. Then head south to 
          find a ship. See the dock to your right? Head north past that to 
          find Thule. Then head back south and move southeast. Sail under
          the bridge and dock. Get off and begin heading southeast along the
          river until you reach the oasis. Examine the tree to get the 
          airship. The exit is directly north of the oasis. 
 
          Chest Location
          --------------
               1. Southeast from your starting point by the lake. 
               2. Head northeast from the ship's starting location. 
               3. This chest is on Thule's island.
               4. The southeastern peninsula south of the mountain range.
               5. Directly north of Thule. 

On B5 is the first boss fight area of the Hellfire Chasm. You have the option
of fighting either Scarmiglione or Cagnazzo. The two rooms are arranged like
this. 

               ,------------------.
               |                  |
               |         +-----------------+
               ^         |  Scarmiglione   |
               |         +-----------------+
               |
               |
               `----------------<------ ENTRANCE
               |
               |
               |         +-----------------+
               V         |     Cagnazzo    |
               |         +-----------------+
               |                  |
               `------------------'

Both are difficult and require good levels. Scarmiglione has two forms so if
you want a quicker battle, take Cagnazzo first. 

     Boss Fight: Cagnazzo ~
     =------------------=
          Cagnazzo is a weird-looking freak that really owns with his Tsunami
          attack. It deals heavy damage, so just hope that Cagnazzo does not
          use it. Cagnazzo can also cast Haste on himself, which makes his
          physical force stronger. However, with a good Protera and Invisira
          barrier, you should be all but threatened by his physical strikes.
          Being a water-based boss, lightning attacks will deal heavy damage. 
          If you manage to Temper and Haste your fighters, have your Black
          Wizard cast Thundaga every turn while your White Wizard keeps the
          team healed up. Cagnazzo will fall after a bit. 

     Boss Fight: Scarmiglione ~
     =----------------------=
          Scarmiglione's not only looks weak, but it is weak! Put up NulShock
          and Protera beforehand. The first form can use Thunder and 
          Scarmiglione will use it pretty often. Just put down all of his 
          4000 HP and he'll transform. The second form looks much weirder, 
          and is much more powerful. The second form's main problem is his 
          constant use of Poison Gas. Really, you'll be annoyed with this. 
          Just put up a Protera barrier anyway. Make sure you have some 
          Poisonas in case your characters get poisoned. However, it's not
          just the poison possibility. The attack itself deals heavy damage
          to your team. Temper and Hasten your fighters, while your White 
          Mage gets busy curing and clearing out poison. Firaga and Diaga 
          might prove to be useful. 

On B10 or the final floor area of the Hellfire Chasm, you have the option of 
fighting Barbariccia or Rubicante--the two final bosses of the Hellfire Chasm.
You can only fight one with each pass, so take your pick. The actual path in
is a bit twisted, but you get the story.


               ,---------------------------.
               |                           |
               |                   ,---->--.
               |                   |       |
               |                   `.      |
               V                     `.    |
               |                       `.  |
               |                     ,--'  |
               | +-----------------+ |     |   +-----------------+
               | |    Rubicante    | |     |   |   Barbariccia   |
               | +-----------------+ |     |   +-----------------+
               |           |         ^     |           |
               |           ^         |     |           |
               |           |         |     `----->-----'
               `-----------'         |     
                                     |     
                                  ENTRANCE 

Rubicante has more HP, but Barbariccia is the overall tougher opponent. Choose
wisely. 

     Rubicante ~
     =-------=
          Rubicante has a lot of HP so it might take awhile to bring it down.
          His fire spells are dangerous, but a NulBlaze can help nullify some
          of that damage. Likewise, put up a Protera barrier along with 
          Invisira to make hitting you a lot harder. While your defenses are
          up, begin to cast Temper and Haste on your fighting units. It's
          pretty simple from this point on. However, if your level leaves you
          something more to be desired, you might have some trouble taking 
          Rubicante down. 

     Barbariccia ~
     =---------=
          Barbariccia has a lot of tricks up her sleeve. Most of her 
          techniques are very high-powered magic spells capable of dealing
          300+ damage! Therefore, I'd definitely suggest Protera along with
          NulAll. Also, Barbariccia has an annoying Ray attack that 
          automatically turns one of your characters into stone. This battle
          will probably require a lot healing. Just pump your fighters with
          Haste and Temper to make their attacks more damaging. If you can
          give more than you take, the battle is yours. A fully Tempered +
          Hastened Knight can easily deal 1000+ damage with each turn. 

    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             6.3. Lifespring Grotto -------------------------- [6300]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~] 



Okay, so you knocked down the Earthgift Shrine and Hellfire Chasm only to find
yourself at the doorstep of Lifespring Grotto. Unless of course you decided
to skip the other two and just come here. Who knows? You might have just 
stepped here accidentally...

The Lifespring Grotto can be found by sailing a ship into the whirlpool near
the destroyed canal and Mt. Duergar. Compared to the other two, the difficulty
mounts. Many consider the boss fights here to be the hardest in the game! 
There are four bosses in all with a fight on the 5th floor, 10th floor, and 
one of two bosses on the 20th floor. Know that although there are set floor
layouts, the order that they appear in is random, bar the boss floors. 

   +----------------------------------------------------------------------+
   |                       P O S S I B L E   I T E M S                    |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B1   | 200 Gil, Echo Grass, Phoenix Down, Dry Ether, Hi-Potion,    |
   |        | Dry Ether, Red Curtain, Hermes' Shoes, Mind Plus, Feathered |
   |        | Cap                                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B2   | X-Potion, Giant's Tonic, Ether, Eye Drops, 400 Gil, Mind    |
   |        | Plus, White Fang, Genji Shield, Golden Apple, Lunar Curtain |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B3   | Tiger Mask, Speed Plus, Spider's Silk, Potion, 3000 Gil,    |
   |        | Remedy, Soma Drop, Elixir, White Curtain, Light Curtain     |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B4   | Speed Drink, Strength Tonic, Red Fang, Hi-Potion, Ether,    |
   |        | Emergency Exit, Dry Ether, Phoenix Down, Hermes' Shoes,     |
   |        | Power Plus                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B5   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+  
   |        |                                                             |
   |   B6   | Emergency Exit, 123 Gil, Blue Fang, Faerie Tonic,           |
   |        | Cockatrice Claw, Luck Plus, Elixir, Giant's Tonic, Silver   |
   |        | Apple, Crystal Ring                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B7   | Protect Drink, Vampire Fang, Phoenix Down, Golden Apple,    |
   |        | Spider's Silk, Speed Plus, 32000 Gil, Strength Tonic,       |
   |        | X-Potion, Megalixir                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B8   | Speed Drink, 300 Gil, Hermes' Shoes, Light Curtain, Turbo   |
   |        | Ether, Stamina Plus, Remedy, Mind Plus, Silver Apple, 4464  |
   |        | Gil                                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B9   | Hermes' Shoes, Faerie Tonic, Silver Apple, X-Potion, Blue   |
   |        | Curtain, Eye Drops, Power Plus, Deathbringer, Protect       |
   |        | Drink, Elixir                                               |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B10   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |  B11   | White Fang, Silver Apple, Cockatrice Claw, Protect Drink,   |
   |        | Orichalcum, Speed Plus, Strength Tonic, Soma Drop, Elixir,  |
   |        | Lunar Curtain                                               |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |  B12   | Ether, Mind Plus, 5000 Gil, Remedy, Light Curtain, Giant's  |
   |        | Tonic, Hermes' Shoes, Power Vest, Megalixir, X-Potion       |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B13   | Red Curtain, Power Plus, Vampire Fang, Blue Fang, Strength  |
   |        | Tonic, Turbo Ether, Stamina Plus, Elixir, Megalixir, White  |
   |        | Curtain                                                     |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B14   | Phoenix Down, Hi-Potion, Silver Apple, Faerie Tonic, Hermes'|
   |        | Shoes, Emergency Exit, Soma Drop, Mind Plus, Luck Plus,     |
   |        | Gaia Gear                                                   |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B15   | Echo Grass, Asura, Spider's Silk, Blue Curtain, Potion,     |
   |        | Power Plus, X-Potion, Speed Drink, Golden Apple, Stamina    |
   |        | Plus                                                        |
   |        |                                                             |
   +--------+-------------------------------------------------------------+    
   |        |                                                             |
   |  B16   | 800 Gil, Giant's Tonic, Turbo Ether, Elixir, Protect Drink, |
   |        | 40000 Gil, Kenpogi, Hermes' Shoes, Light Curtain, Speed     |
   |        | Plus                                                        |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B17   | X-Potion, Hermes' Shoes, Phoenix Down, Spider's Silk,       |
   |        | Sage's Mitre, Gigantaxe, Dry Ether, Crystal Shield, Elixir, |
   |        | Mind Plus                                                   |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B18   | Lunar Curtain, Strength Tonic, Feathered Cap, Hi-Potion,    |
   |        | Remedy, Luck Plus, Soma Drop, Faerie Tonic, Crystal Ring,   |
   |        | 14464 Gil                                                   |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B19   | Ether, Sage's Surplice, Speed Plus, Phoenix Down, Hermes'   |
   |        | Shoes, Elixir, Light Curtain, Golden Apple, Stamina Plus,   |
   |        | Power Plus                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B20   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+

     Library ~
     =-----=
          Description: Luckily for you, the Library has no random encounters.
          Nope, it's just you and the nerds hanging around. Take your time as
          there's nothing to worry about. You'll find the exit in the north-
          eastern corner. (Also, the dude right by the exit states that he 
          COULD get out of your way. Funny stuff.)

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 2 chests
               If B6 to B19 = Up to 3 chests

          Chest Location
          --------------
               1. North of the starting position.
               2. Along the east wall. The shelves block it so you'll have to 
                  head north and then turn around back south into the dead 
                  end.
               3. Southwestern corner. 

     Dancers ~
     =-----=
          Description: A somewhat strange level. It begins with two lines of
          dancers. The second and third areas are randomized which means 
          different chests. And of course, it's always fun to mess up the 
          dancers. However, they will get in your way, which is pretty 
          annoying. Step on the warp thingy in each area to get to the next 
          area. The exit is in the third and final area. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 2 chests
               If B6 to B12 = Up to 3 chests
               If B13 to B19 = Up to 4 chests

          Chest Location
          --------------
               1. First area. Past the upper line of dancers. 
               2. If second area has three huts, find it in southeast corner.
               3. If second area has one hut, find it in northeast corner. 
               4. If third area has a dancer at the northwest telling you that
                  this is the walking course (you're in luck), go due south
                  from her position and follow the path until you find the
                  chest. 

     Ice Cave ~
     =------=
          Description: This level is easily distinguished from the rest as 
          the area is frozen and there are spikes on the ground reminiscent of
          the Cavern Of Ice. The exit can be found somewhere near the center.
          Watch out for the spikes as you lose health by stepping on them. 
          However, you won't encounter any enemies while on spikes. 
 
          Possible Chest Amount
          ---------------------
               If B1 to B3 = Up to 2 chests
               If B4 to B19 = Up to 3 chests

          Chest Location
          --------------
               1. There's a door near the northwest corner. A chest is inside
                  this room.
               2. There's a door near the southwest corner. A chest is inside
                  this room.
               3. Along the western wall is a pathway leading past a bed of 
                  spikes and a chest. 

     Rocky Cave ~
     =--------=
          Description: Pillars are everywhere creating a semi-maze area. You
          shouldn't have THAT much trouble navigating through the pillars. The
          exit can be along the southern wall, but the pillars make it
          so that you'll have to circle around the level along the wall just
          to reach it. Somewhere, there is a wall of pillars. It's a pretty 
          painstaking task. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 3 chests
               If B6 to B12 = Up to 4 chests
               If B13 to B19 = Up to 5 chests

          Chest Location
          --------------
               1. Northwest corner of main center chamber. 
               2. Somewhere along the southeast portion of the pillar wall. 
               3. If you look around in the southwest corner of the area, you
                  should be able to find a door. Inside is a chest. If it 
                  helps at all, you'll pass this room on your way to the exit. 
               4. Same room as above. 
               5. Southeast corner just before the exit. 

     Sunken Shrine #1 ~
     =--------------=
          Description: You'll know if this is the right place if there are a 
          lot of rooms around. The area is modeled after the Sunken Shrine
          layout. The treasures are in the various rooms, although a lot of 
          them will always be empty. The exit is a bit north of the southeast
          corner near a big hole. 

          Possible Chest Amount 
          ---------------------
               B1 to B9 = Up to 2 chests
               B11 to B16 = Up to 3 chests
               B17 to B19 = Up to 4 chests

          Chest Location
          --------------
               1. In one of middle rooms is a chest. Just look around the 
                  center of the area for this particular room.
               2. In the northeast corner is a room containing 3 of the 4 
                  possible chests here. 
               3. Same room as above.
               4. Same room as above. 

     Sunken Shrine #2 ~
     =--------------=
          Description: There are some rooms here, but not as many as Sunken
          Shrine #1. It's not that easy to get lost here, so don't worry about
          that. As long as you can figure out which way is east, west, south,
          and north, you should be able to locate the exit, which is in the
          southeast corner. 

          Possible Chest Amount 
          ---------------------
               B1 to B9 = Up to 2 chests
               B11 to B16 = Up to 3 chests
               B17 to B19 = Up to 4 chests

          Chest Location
          --------------
               1. Along the northern portion is a piece of floor that just
                  juts out. You'll find a chest here.  
               2. Along the eastern-middle portion of the area is a room. You
                  will find a chest in here. 
               3. Directly west of the second chest is another room. Another
                  chest is here.
               4. In the room right before the exit is another chest. 

     Sunken Shrine #3 ~
     =--------------=
          Description: You can distinguish this room from the others as it
          has brownish walls resembling those of a cave's. There are some rooms
          where the chests are located. The exit can be reached by first, 
          heading as far south as possible, then moving as far east as 
          possible, and finally heading north. Easy. 

          Possible Chest Amount 
          ---------------------
               B1 to B8 = Up to 2 chests
               B9 to B16 = Up to 3 chests
               B17 to B19 = Up to 4 chests

          Chest Location
          --------------
               1. Northwest corner. Usually right by the starting position.
               2. Right next to first chest. 
               3. You should find a room along the southern area of the level.
                  There's a chest in here.
               4. Right next to third chest. 

     Sunken Shrine #4 ~
     =--------------=
          Description: A good amount of open water is here. There are a few
          rooms around that may or may not contain treasure. The paths are
          usually broken by water so you might have some trouble getting to
          and fro. As for the exit, it's somewhere in the middle-ish area of 
          the area that is closer to the south than any other direction. If
          you don't like looking for stuff yourself, tough luck. 

          Possible Chest Amount
          ---------------------
               B1 to B19 = Up to 3 chests
  
          Chest Location
          --------------
               1. This one isn't exactly in a room, but it's closed off by
                  walls. There's no roof so you can notice it immediately.
                  Approach from west. 
               2. A few steps north of the first chest. There's a room there
                  with a chest. 
               3. Along the southern border is another room with of course, 
                  another chest. 

     Sunken Shrine #5 ~
     =--------------=
          Description: If you're lucky, you'll spawn right next to the exit.
          If not, oh well. Anyhow, you'll notice the walls are brown-ish and
          very close to the border of the pathways. There are a few rooms 
          around that contain chests. The exit is in the northwest part of
          the level. 
    
          Possible Chest Amount
          ---------------------
               B1 to B9 = Up to 2 chests
               B11 to B19 = Up to 3 chests

          Chest Location
          --------------
               1. Along the eastern-centerish part of the level is the only 
                  chest not in a room. 
               2. A room can be found at the southeast corner. A chest is 
                  inside.
               3. A room can also be found at the southwest corner. A chest
                  is inside. 

     Sunken Shrine #6 ~
     =--------------=
          Description: This Sunken Shrine floor layout is hard to distinguish
          between the others. It's a somewhat large level. There are a lot of 
          rooms here, but most of them are empty. Only a few actually have 
          some treasures in them. The exit can be found in the northwest
          corner. 

          Possible Chest Amount 
          ---------------------
               B1 to B9 = Up to 2 chests
               B11 to B16 = Up to 3 chests
               B17 to B19 = Up to 4 chests

          Chest Location
          --------------
               1. Somewhere in the southwestern corner of the area is a room.
                  Chest is inside. 
               2. Somewhere along the southern-centerish area. A crack 
                  prevents you from going directly from the southwestern 
                  corner to this room. 
               3. Southeastern corner. Same row as the above two. 
               4. Northeastern corner. Find a room with a chest inside it. 

     Pillar Room (Of Doom) ~
     =-------------------=
          Description: You'll know this is the Pillar Room (Of Doom) if there
          are a lot of pillars obviously. The area has a blue-tinged floor 
          and gold walls. The pillars will make getting through this area 
          much more difficult than it should be. Being annoying to navigate 
          through, you'll learn to dread this place like I did. The exit is
          in the northeast corner. 

          Possible Chest Amount
          ---------------------
               B1 to B4 = Up to 2 chests
               B6 to B12 = Up to 3 chests
               B13 to B16 = Up to 4 chests
               B17 to B19 = Up to 5 chests

          Chest Location
          --------------
               1. Somewhat to the southeast of the level. It's sitting to the 
                  right of a pillar, touching it. 
               2. Somewhat to the northwest of the level. It's sitting outside
                  the room in the northwest corner.
               3. Inside the room at the southwest corner.
               4. Read above. 
               5. There's a chest in the room right next to the exit. However,
                  those annoying pillars block it off so you have to approach
                  it from the south. Grr. 

     Column Room ~
     =---------=
          Description: There are columns (pillars) all over the place, 
          although not in such large numbers (as above). The floor is blue
          and the walls are gold. Some of the columns may impede your moving
          but you shouldn't have too much trouble. You'll find the exit at the
          southeastern corner after walking through a narrow corridor. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 2 chests
               If B6 to B12 = Up to 3 chests
               If B13 to B19 = Up to 4 chests

          Chest Location 
          --------------
               1. Northeast portion of area. The chest is by the corridor in a
                  room.
               2. The southwestern corner of the area. A part of the floor
                  just juts out. The chest is at that end. 
               3. Northwest corner. The chest there is easy to get to and 
                  plain in sight.
               4. Along the north wall. It has to be approached from the top
                  as pillars block you from getting it from the bottom. 

     Big Roomed Room ~
     =-------------=
          Description: This area's main distinctive feature is its gigantic
          rooms. Because of the walls and pillars scattered around, you'll
          probably have to traverse through them to get to where you want to
          go. There's a chest in every big room I believe. The exit is in the
          southwestern corner which requires you to go through the room and
          exit at the corner as a pillar blocks it off. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 2 chests
               If B6 to B12 = Up to 3 chests
               If B13 to B14 = Up to 4 chests

          Chest Location
          --------------
               1. South part of the big northeast room. 
               2. North part of the big southeast room. You can see the other
                  chest in the big northeast room from where the chest is 
                  here.
               3. South part of the big northwest room. You'll have to cut
                  through the southwest room to get to it. 
               4. North part of the big southwest room. 

     Canoe Trip ~
     =--------=
          Description: This floor puts you in a canoe. What appears to be a 
          village seems to be flooded at the moment. The chests are above 
          water and there are no random encounters (Yay!). The exit can 
          alternate, so remember to check all the houses (above water, 
          obviously). The only real annoyance here is the slow speed of the
          canoe. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 3 chests
               If B6 to B19 = Up to 4 chests

          Chest Location
          --------------
               1. Southwest corner of area.
               2. In the western part of the area is a chest in the corner
                  of a wall. Approach from the north.
               3. Northeast corner of area. 
               4. Somewhere along the southern part of the area is another
                  chest. 

     Sky Castle ~
     =--------=
          Description: A castle in the sky... underground... Anyhow, this is
          an easy floor. A path runs down the middle that basically acts like
          a backbone to the level layout. Paths branch out leading to special
          treasures, and eventually, the exit. Find the exit by walking to the
          south end and turn east. But it isn't a staircase, but *gasp* a warp
          point! 

          Possible Chest Amount 
          ---------------------
               If B1 to B12 = Up to 2 chests
               If B13 to B19 = Up to 3 chests

          Chest Locations 
          ---------------
               1. This chest can be found in one of the eastern areas
                  somewhere in the middle. You'll find the chest in a room. 
               2. Somewhere along the west side of the backbone path (I was 
                  talking about). The room there contains a chest.  
               3. Just behind the room containing the second chest is a path
                  leading west to another chest. 

     Dark Bahumat's Lair ~
     =-----------------=
          Description: There are absolutely no chests here. However, the 
          Dragon King has a challenge for you. Talk to him (Dark Bahumat) and
          learn your objective. He'll send out his dragons and you have a set
          amount of dragons to defeat. However, all the dragons look the same
          so you'll have to take your chances. When you've defeated all the
          dragons Dark Bahumat has told you to, talk to him again. He'll let
          you proceed.

               NOTE: If you want to clear out your Bestiary, suggest fighting
               all of the dragons. You'll want to record rare dragons such as
               the Holy Dragons or Black Dragons. 

          Possible Chest Amount
          ---------------------
               N/A

          Chest Location
          --------------
               N/A

     Sky Fortress ~
     =----------=
          Description: Now how did you get miles above the ground if you're
          underground? (Sometimes, I don't understand this game.) Anyhow, this
          is a strange level with some pathways that seemingly flash and 
          become invisible again. Watch them for the split second they appear
          and follow the path. However, you can fall off so beware. This is 
          the best room in the Lifespring Grotto as it has no random 
          encounters and a set 10 chests! So while you indulge in the treasures
          around, just remember the location of the exit. 

          From the entrance, which is the center platform, head north to meet 
          a path split. Turn right and follow the path as it twists south. At 
          the next fork, keep going south. Soon, another fork will appear. 
          Take the southwest path. At the very next fork, take the southwest
          path again. Follow this long pathway to yet another split. Go north
          this time and the walkway to will begin to turn east and then south.
          At this point, you should start walking on solid ground again. Now
          just head north ignoring any branches or forks until at last, you
          reach the exit. Do this AFTER getting all the treasure. 

          Possible Chest Amount
          ---------------------
               If B1 to B19 = Up to 10 chests

          Chest Location
          --------------
               1. Head south, when you hit the fork, head south again. The
                  room contains a chest.
               2. Leave the room and head north past the fork. When you reach
                  another fork, go north. Follow this rather long walkway to
                  a chest. 
               3. Leave the area and fall off to get back to the center
                  platform. Go north and east. The path will twist south. 
                  At the fork, go south. Then follow the path until you find
                  another fork. Take the somewhat southeast path to a solid
                  floor. The two rooms here contain chests. There's two in
                  the upper room. 
               4. Same platform as above and same room. 
               5. Same platform as above, but lower room. 
               6. Now leave that platform and head back west. Take the 
                  southwest path. Follow and head southwest at the next fork. 
                  Keep following the pathway as it changes direction until you
                  get to another split. Go east. At the next fork, go east
                  again. Follow the walkway to another fork. Take the north-
                  west fork and then take the left path at the next split. 
                  Chest is at room at end. 
               7. Either backtrack or fall off. Keep following the same path
                  that you took for chest six until you reach the fork in 
                  which you have the option of going north or east. Go north 
                  to eventually find yourself on solid ground. Go north from 
                  here onto the invisible path. Follow to reach another fork. 
                  Go east and follow the pathway to a room with a chest.
               8. Leave the room and follow the path back to the fork. Go 
                  north and take the first east path you can walk on. The
                  next room is plain in sight. Go in for a chest.
               9. Leave the room and follow the path south and east. Then go
                  south again as you touch another room. There are two chests
                  here.
               10. Same room as above. 
                
When you hit B5, you'll have to fight Gilgamesh. His locations are usually
random, but much of the time, he'll appear in a treasure chest after a mermaid
lets you in. There's no random encounter here, so find him and kick his butt. 

     Boss Fight: Gilgamesh ~
     =-------------------=
          Gilgamesh's main strength is physical power. A physical strike from
          him can deal very heavy damage. Obviously, put up a Protera barrier
          along with Invisira to avoid the full brunt of his strike. Gilgamesh
          also has a strange Excalipur (no, that's not a spelling mistake) 
          attack that deals 1 HP damage and Wind Strike, a somewhat weak 
          attack that affects your entire team. When you have Gilgamesh's
          attacks accounted for, just pump up your attackers with Haste and 
          Temper. Note that Gilgamesh can also use Protect (although the 
          Protect bubble animation doesn't entirely cover his huge girth) Go 
          all-out and Gilgamesh should die. He doesn't have much HP. 

Defeat Gilgamesh and a little spring-lock will release somewhere. Look around
for another room (most of the time, it's past a separate room) and enter it.
There should also be a pedestal near the exit where you have the option of
returning to the surface. However, past the door should be the staircase to
B6. 

When you hit B10, you'll have to fight Atomos, the boss marking the halfway
point of your trek through the Lifespring Grotto. Simply head east from the
beginning point until you see a blue flame. By now, you should know that this
means a boss fight. Talk to it and meet Atomos. 

     Boss Fight: Atomos ~
     =----------------=
          Atomos has a very annoying Wormhole attack, which automatically KOs
          one of your characters. NulBlaze would work well to protect against
          Firaga and Protera can make Atomos's already weak physical attack
          even weaker. Try to kill off Atomos as quickly as possible to avoid
          Wormhole hitting too many times. The faster you shave off his 
          precious HP, the better chance you'll have of winning the battle 
          without most of your team dead. 

Once he's dead, go through the door he was blocking. If you want to return to
the surface, step onto the pedestal at the north end of this large room. If
you still want to continue, find the door leading to another staircase along
the western wall somewhere to B11. 

When you finally reach B20, you have the option of fighting one of two bosses;
Omega or Shinryu. If you ask around, most people will tell you that these two
bosses are the absolutely hardest in all of the Soul Of Chaos dungeons. I 
agree completely. Make sure you're ready for a difficult fight before taking
these mommas on. 

            +-----------------+              +-----------------+
            |      Omega      |              |     Shinryu     |
            +-----------------+              +-----------------+
                    |                                  |
                    `------<------------------->-------'
                                     | 
                                     |
                                     |
                                     |
                                     |
                                     |
                                     |
                                 ENTRANCE

Choose wisely. Heal everyone up to full HP and get any special items that
improve stats in-battle ready. 

     Boss Fight: Omega ~
     =---------------=
          Omega has a very powerful physical attack, and his defense and 
          magic defense statistics are very, very high. Immediately put up a 
          Protera barrier followed by an Invisira or two. These two magical
          barriers will help a lot in taking less damage. Earthquake can 
          instantly KO one of your characters which is NOT good. Wave Cannon
          can also be very difficult to get by. It affects all your characters
          for heavy damage. Hope that Omega doesn't manage to KO one of your
          characters and get up a thick defensive barrier. Once you begin to
          take a lot less damage, have your White Wizard work by casting
          Healaga after every devastating attack. Your Black Wizard can either
          pump your fighters with Haste and Temper to get by Omega's heavy
          defensive stats or blast Omega with Thundaga because of his weakness
          to lightning. In fact, use Thundaga as much as possible. It will
          most likely be your main source of damage. 

     Boss Fight: Shinryu ~
     =-----------------=
          Shinryu is good at killing your team very quickly. You'll want to
          get up a good defense before you have any breathing room at all.
          Get up NulAll, NulBlaze, NulShock, and NulFrost. The reason? 
          Shinryu can cast Flare, Tidal Wave, Thunderbolt, and Ice Storm!
          All of these attacks are heavy-hitters. Weak units can fall in a 
          single strike. Getting these barriers up without dying can be a 
          challenging process. If you are in the middle of casting, don't
          forget to heal when you need to! Although even with the magical 
          barriers, Shinryu can still deal very heavy damage, you should be 
          able to begin buffing up your characters with Haste and Temper to 
          deal some heavier damage. Shinryu's 35000 HP is hard to bring down, 
          so expect this battle to take awhile. Have your White Wizard use 
          Healaga after every devastating attack and your team should 
          hopefully be fine for the next spell. Drain his 35000 HP to beat him
          finally. 

          NOTE: Shinryu himself states that he follows Omega. However, it is 
                pretty obvious that Shinryu is the stronger boss. Oh well. 



    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
             6.4. Whisperwind Cove --------------------------- [6400]
    [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~] 



The final Soul Of Chaos dungeon can be unlocked by defeating Tiamat at the 
Flying Fortress. Her statue will disappear, which allows you access into the
depths of the Whisperwind Cove. The dungeon can be found a bit north of 
Crescent Lake in that crazy maze of rivers. It's northeast of the Cavern of 
Ice, but you need a canoe get there. 

Whisperwind Cove has 40 floors, with a boss on the 10th, 20th, 30th, and 40th,
will definitely take awhile for you to get through. However, some of FF1's
strongest weapons can be found here, which makes a trip through it very, very
worthwhile. Do not pass this dungeon up. 

   +----------------------------------------------------------------------+
   |                       P O S S I B L E   I T E M S                    |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B1   | Blue Fang, 2500 Gil, Tiger Mask, Spider's Silk, Golden      |
   |        | Apple, Stamina Plus, Turbo Ether, Hermes' Shoes, Protect    |
   |        | Drink, Genji Helm                                           |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B2   | Cockatrice Claw, Hermes' Shoes, Protect Drink, Spider's     |
   |        | Silk, Light Curtain, Silver Apple, Mind Plus, Giant's       |
   |        | Tonic, Strength Tonic, Elixir                               |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B3   | Soma Drop, Turbo Ether, Luck Plus, Speed Drink, Potion,     |
   |        | Phoenix Down, White Fang, Speed Plus, Remedy, Crystal Mail  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B4   | Ether, Faerie Tonic, X-Potion, Vampire Fang, 600 Gil, White |
   |        | Curtain, Spider's Silk, Dry Ether, Emergency Exit,          |
   |        | Ogrekiller                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |   B5   | Phoenix Down, Remedy, Hi-Potion, Stamina Plus, Blue         | 
   |        | Curtain, Golden Apple, Giant's Tonic, Speed Drink, Soma     | 
   |        | Drop, Dark Claymore                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+  
   |        |                                                             |
   |   B6   | 100 Gil, Eye Drops, 120 Gil, Phoenix Down, Echo Grass,      |
   |        | Power Plus, Turbo Ether, Mind Plus, Megalixir, Bard's Tunic |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B7   | Soma Drop, Red Curtain, Hi-Potion, Protect Drink, Red Fang, |
   |        | Silver Apple, Hermes' Shoes, Elixir, Speed Plus, Wizard's   |
   |        | Hat                                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B8   | Phoenix Down, Spider's Silk, Faerie Tonic, Ether, Emergency |
   |        | Exit, 2400 Gil, X-Potion, Silver Apple, Power Plus, Black   |
   |        | Cowl                                                        |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |   B9   | Stamina Plus, Eye Drops, Turbo Ether, 14000 Gil, White      |
   |        | Fang, Hermes' Shoes, Mind Plus, Soma Drop, Mind Curtain,    |
   |        | Enhancer                                                    |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B10   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |  B11   | Ether, Hi-Potion, Echo Grass, Protect Drink, Luck Plus,     |
   |        | Hermes' Shoes, Light Curtain, Strength Tonic, Spider's      |
   |        | Silk, Orichalcum                                            |
   |        |                                                             |
   +--------+-------------------------------------------------------------+ 
   |        |                                                             |
   |  B12   | Eye Drops, 132 Gil, Megalixir, Hi-Potion, Spider's Silk,    |
   |        | Power Plus, Remedy, White Fang, Golden Apple, Soma Drop     |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B13   | Strength Tonic, Giant's Tonic, X-Potion, Stamina Plus, 240  |
   |        | Gil, Ether, Dry Ether, Elixir, Light Robe, Mage Masher      |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B14   | Red Fang, Turbo Ether, Emergency Exit, Speed Drink, Silver  |
   |        | Apple, Light Curtain, Speed Plus, Spider's Silk, Blue       |
   |        | Curtain, Crystal Helm                                       |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B15   | X-Potion, Cockatrice Claw, Power Plus x2, Hermes' Shoes,    |
   |        | Remedy, White Fang, Elixir, Giant's Tonic, Gigantaxe        |
   |        |                                                             |
   +--------+-------------------------------------------------------------+    
   |        |                                                             |
   |  B16   | Faerie Tonic, Protect Drink, Lunar Curtain, Spider's Silk,  |
   |        | Ether, X-Potion, Luck Plus, Mind Plus, Silver Apple,        |
   |        | Thief's Armlet                                              |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B17   | Red Curtain, Remedy, Speed Drink, Phoenix Down, Speed Drink,|
   |        | Vampire Fang, Soma Drop, Elixir, Elven Cloak, Assassin      |
   |        | Dagger                                                      |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B18   | Speed Plus, Blue Fang, Potion, Phoenix Down, Turbo Ether,   |
   |        | Golden Apple, Hermes' Shoes, Megalixir, X-Potion, Bard's    |
   |        | Tunic                                                       |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B19   | Soma Drop, Golden Apple, Eye Drops, 110 Gil, White Fang,    |
   |        | White Curtain, Elixir, Blue Fang, 20000 Gil, Gladius        |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B20   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B21   | Speed Plus, Speed Drink, Echo Grass, Luck Plus, Giant's     |
   |        | Tonic, Soma Drop, Hi-Potion, Dry Ether, Elixir, Red Cap     |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B22   | 560 Gil, Potion, Remedy, Mind Plus, Light Curtain, Hermes'  |
   |        | Shoes, Silver Apple, Golden Apple, Blue Curtain, Faerie     |
   |        | Tonic                                                       |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B23   | Phoenix Down, X-Potion, Protect Drink, Emergency Exit,      |
   |        | Strength Tonic, Soma Drop, Stamina Plus, Phoenix Down,      |
   |        | Wizard's Hat, Crystal Gloves                                |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B24   | Hi-Potion, Cockatrice Claw, Mind Plus, Lunar Curtain,       |
   |        | Spider's Silk, Speed Drink, Golden Apple, Power Plus,       |
   |        | Remedy, Braveheart                                          |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B25   | 6300 Gil, Potion, Turbo Ether, Power Plus, Soma Drop,       |
   |        | Vampire Fang, Phoenix Down, Hi-Potion, Elixir, Genji Armor  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B26   | White Fang, Eye Drops, Elixir, Speed Drink, Emergency Exit, |
   |        | X-Potion, Giant's Tonic, Light Curtain, Hermes' Shoes,      |
   |        | Sage's Staff                                                |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B27   | 2600 Gil, Stamina Plus, Strength Tonic, White Curtain, Blue |
   |        | Curtain, Hi-Potion, Mind Plus, Elixir, Soma Drop, Crystal   |
   |        | Shield                                                      |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B28   | Faerie Tonic, Golden Apple, Megalixir, Spider's Silk, Ether,| 
   |        | Remedy, Hermes' Shoes, Giant's Tonic, Luck Plus, Kotetsu    |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B29   | X-Potion, Phoenix Down, Echo Grass, Protect Drink, Hermes'  |
   |        | Shoes, Dry Ether, Speed Drink, Red Fang, Elixir, Black Garb |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B30   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B31   | Turbo Ether, Golden Apple, Lunar Curtain, Power Plus,       |
   |        | Remedy, White Fang, Emergency Exit, Elixir, Kenpogi,        |
   |        | Ogrekiller                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B32   | Soma Drop, Hi-Potion, 63000 Gil, Faerie Tonic, Speed Drink, |
   |        | Phoenix Down, Blue Curtain, Speed Plus, Elixir, Red Jacket  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B33   | Giant's Tonic, Light Curtain, Phoenix Down, Mind Plus, Red  |
   |        | Curtain, X-Potion, Hermes' Shoes, Turbo Ether, Emergency    |
   |        | Exit, Angel's Ring                                          |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B34   | Elixir, 120 Gil, Stamina Plus, Cockatrice Claw, Ether,      |
   |        | Strength Tonic, 23000 Gil, X-Potion, Golden Apple, Rune     |
   |        | Axe                                                         |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B35   | Soma Drop, Silver Apple, Hermes' Shoes, Luck Plus, Blue     |
   |        | Curtain, Speed Plus, Megalixir, Blue Fang, Black Garb,      |
   |        | Zephyr Cape                                                 |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B36   | Eye Drops, 26464 Gil, Hi-Potion, Dry Ether, Phoenix Down,   |
   |        | Giant's Tonic, X-Potion, Elixir, Sage's Mitre, Viking Axe   |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B37   | Potion, Power Plus, Speed Drink, Ether, Phoenix Down, Ether,|
   |        | Elixir, Mind Plus, Soma Drop, Gladius                       |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B38   | White Fang, Emergency Exit, Speed Plus, Echo Grass, Dry     |
   |        | Ether, Silver Apple, X-Potion, Cockatrice Claw, Megalixir,  |
   |        | Duel Rapier                                                 |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B39   | Soma Drop, Megalixir, Giant's Tonic, Faerie Tonic, Remedy,  |
   |        | Golden Apple, Light Curtain, Phoenix Down, Asura,           |
   |        | Kikuichimonji                                               |
   |        |                                                             |
   +--------+-------------------------------------------------------------+
   |        |                                                             |
   |  B40   | BOSS LEVEL                                                  |
   |        |                                                             |
   +--------+-------------------------------------------------------------+

     Marsh Cave #1 ~
     =-----------=     
          Description: In this cave are a bunch of a pillars standing around. 
          They won't get in your way too much, so don't fret about them.
          There are two rooms directly opposite each other at the northeast
          and southwest corners. You'll find the majority of the treasure here
          in those two rooms. The exit is around the western area. You'll have
          to look for it. 

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 3 chests
               If B9 to B16 = Up to 4 chests
               If B17 to B24 = Up to 5 chests
               If B25 to B39 = Up to 6 chests

          Chest Location
          --------------
               1. Southwestern room. Two chests are inside.
               2. Read above.
               3. Northeastern room. Two chests are inside.
               4. Read above.
               5. A little bit northeast of the northeastern room at the very
                  corner.
               6. East of the exit. Search around for it along the north edge. 

     Marsh Cave #2 ~
     =-----------=
          Description: This area is gigantic and can be a major pain to get
          through. If you really don't care about the items, I would suggest 
          just moving as far northwest as possible to get out of this level
          as quickly as possible. The exit is at the far northwest corner. A 
          lot of walking is involved. 

          Possible Chest Amount
          ---------------------
               If B1 to B2 = Up to 2 chests
               If B3 to B4 = Up to 3 chests
               If B5 = 0 chests
               If B6 = Up to 3 chests
               If B7 to B8 = Up to 4 chests
               If B9 = Up to 5 chests
               If B11 to B12 = Up to 2 chests
               If B13 to B14 = Up to 3 chests
               If B15 = 0 chests
               If B16 = Up to 3 chests
               If B17 to B18 = Up to 4 chests
               If B19 to B36 = Up to 5 chests
               If B37 to B39 = Up to 6 chests

          Chest Location
          --------------
               1. Very northeast corner. You'll have to get to it from the 
                  west. 
               2. A chest can be found around the vicinity of the southeast
                  corner. 
               3. Look around the southwest corner area. A chest should be 
                  around. 
               4. Southeast of the exit. 
               5. Look along the southern wall to find this chest.
               6. In a dead end along the eastern portion of the level. 

     Marsh Cave #3 ~
     =-----------=
          Description: These are my least favorite floor types. Luckily, this
          is a very simple floor. There are three main paths that branch out
          from different directions away from the exit. So the three paths
          all intersect at the exit. Just follow your path until you find the
          three-way intersection to find the exit. It's very simple.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 3 chests
               If B9 to B16 = Up to 4 chests
               If B17 to B39 = Up to 5 chests 

          Chest Location
          --------------
               1. End of the northern path away from exit.
               2. End of the eastern path away from exit. 
               3. End of the western path away from exit.
               4. Southwestern corner. Chest is plain in sight. 
               5. Somewhere along the western path away from exit. Walk down
                  this way to find it eventually. 

     Marsh Cave #4 ~
     =-----------=
          Description: This area has a perfect line of four rooms. Each one 
          contains one or two chests. Navigating this room won't be a problem,
          but the pillars may cause some problems. The exit is located in the
          northeast corner. 

          Possible Chest Amount 
          ---------------------
               If B1 to B8 = Up to 3 chests
               If B9 to B16 = Up to 4 chests
               If B17 to B24 = Up to 5 chests
               If B25 to B39 = Up to 6 chests

          Chest Location
          --------------
               1. Western room. Two chests are inside.
               2. Read above.
               3. Second to western room. A chest is inside. 
               4. Second to eastern room. A chest is inside.
               5. Eastern room. Two chests are inside.
               6. Read above. 

     Dusty Cave ~
     =--------=
          Description: The center room in this area contains a whoppin' three
          chests at max. This is great so make sure you get over there. The 
          exit can be found at the southeastern corner. After collecting the
          treasures, haul yourself over there.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B32 = Up to 5 chests
               If B33 to B39 = Up to 6 chests

          Chest Location
          --------------
               1. You'll find three chests in the center room.
               2. Read above.
               3. Read above. 
               4. Along the western area are some pathways that lead 
                  immediately to dead ends. Two of these have chests.
               5. Read above.
               6. On the eastern side are the same things. Check one of them
                  for a chest before leaving. 

     Beaver Party ~
     =----------=
          Description: Well, this is a weird level. After walking north a 
          bit, you'll notice that the area is absolutely infested with beavers.
          Talk to the dwarf at the top to learn that his precious giant 
          beavers (??) had escaped. He'll give you a number, and you have to
          put a number of beavers in the left and right room. Do this by 
          talking to a beaver (???) and specifying which room you want them
          to go in. Easy. Talk to the dwarf after you are done, and he'll let
          you go. 

          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 2 chests

          Chest Location
          --------------
               1. Southeastern corner of cave.
               2. Southwestern corner of cave. 

     Clay Cavern ~
     =---------=
          Description: This is a pretty easy level although there will
          sometimes be rock outcroppings that block the narrow paths. There
          are no rooms and the exit can be found in the northwest corner in a 
          little niche. 

          Possible Chest Amount
          ---------------------
               If B1 to B4 = Up to 2 chests
               If B5 = 0 chests
               If B6 to B19 = Up to 3 chests
               If B21 to B24 = Up to 2 chests
               If B25 = 0 chests
               If B26 to B39 = Up to 3 chests
 
          Chest Location
          --------------
               1. Directly west of the exit at the far northwestern corner.
               2. South from the northwestern corner is a pathway leading 
                  east. The chest is only accessible from that direction.
               3. Along the eastern wall is another chest. 

     Small Cave ~
     =--------=
          Description: This is probably the smallest level in the Whisperwind
          Cove. The chests are remarkably easy to find due to this cave's 
          tiny size. The exit can be found in the northwestern corner.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B39 = Up to 4 chests
 
          Chest Location
          --------------
               1. Along the eastern wall at a dead end. 
               2. North of the first chest. 
               3. There's a chest at the west side. Approach from south.
               4. Southwest corner. You'll find a chest there. 

     Cave Maze ~
     =-------=
          Description: The unique part about this level is the collection of
          rocks forming a maze-like path. You'll follow the path as it twists
          north. Then you should change direction, turning west, and then 
          south. The final turn should be westward. The door you see has 
          three treasure chests! Exit and keep going west and then north. 
          Eventually, you'll see the exit. 

          Possible Chest Amount 
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B39 = Up to 3 chests
 
          Chest Location
          --------------
               1. In big room on the way through the maze.
               2. Read above.
               3. Read above. 

     Troubled Dwarves ~
     =--------------=
          Description: This level has a lot of dwarves and a lot of rooms 
          scattered around. If you look around the eastern wall, you should
          find a rock dude at the south end. He won't let you pass... yet. 
          This is a pretty easy floor. First, you have to get the Carobo,
          which can be found by talking to every dwarf until you get it. 
          If you can understand the dwarve's accents, you should be able to
          see what they need. If you can't comprehend what they're saying, 
          just get the Carobo and then find a dwarf that needs the Carobo. 
          (Hint: He is hungry for it.) Give it to the hungry dwarf and he'll
          trade you an Ocarina. Find another dwarf that wants the Ocarina 
          (an instrument). He'll trade you a Cogwheel. Then find another
          dwarf that needs the Cogwheel to get a Pickaxe. Find the dwarf that
          needs the tool for an Autograph. Trade that for a Witch's Brew,
          which can be traded elsewhere for Smyth's Tools. Trade that for 
          House Key, which in turn, trades for Cat's Whiskers. Finally, trade
          that for a Ruby. Feed it to the rock monster and he'll let you pass. 
          Don't forget about the chests though! 

          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 2 chests

          Chest Location
          --------------
               1. Southwestern room. There's a chest inside. 
               2. Southernmost room in the centerish portion. This room holds
                  a chest. 

     Wandering Souls ~
     =-------------=
          Description: Dancing around are purple flames of the wandering souls
          of those who cannot find true rest. The idea here is to examine 
          each flame to send them off on their way. However, some of these
          "lost souls" are ready to put up a fight before they go. So
          extinguish each and every soul to get the exit to appear on the 
          small island. One of them in particular, Astos, still wants his
          treasure back. Haha. 

          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 2 chests
 
          Chest Location
          --------------
               1. A little bit north of the dwarf. 
               2. Southeast corner. The chest is right there. 

     Feyhome ~
     =-----=
          Description: There are quite a few fairies hanging around. Talking
          to them can be a good thing, or a bad thing. Some will replenish
          your HP, but others will lower your HP to 1 or remove all your MP.
          When you're done exploring or whatever, talk to the fairy east of
          the lake in the forest to make the exit appear.

          Possible Chest Amount 
          ---------------------
               If B1 to B39 = Up to 2 chests

          Chest Location
          --------------
               1. At the south end of the village is a line of buildings and
                  a chest in the flowerbed. 
               2. At the northeast corner of the village is another chest. 

     Town ~
     =--=
          Description: This is probably something you would have never 
          expected to see. This town is void of enemies and you have friendly
          mages walking all over the place. They can offer to sell you armor,
          weapons, and even magic spells! In the southeast corner is an Inn
          that you can use to heal up. Look around, you'll like what you see.
          Exit by walking into one of the doors. 
    
          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B39 = Up to 5 chests

          Chest Location
          --------------
               1. At the northeast corner of town is a chest.
               2. Directly south of the little pond in the northeast corner.
               3. At the northwest corner of town is a chest. 
               4. At the southeast corner of town is a chest.
               5. Toward the north end of town is a chest lodged between two
                  wall pieces at a dead end. Enter this little pathway to get
                  it. 

     Town #2 ~
     =-----=
          Description: It's good enough that the Whisperwind Cove sports one
          full town, but two? This second one also has an Inn, but it has a
          Sanctuary and an Item Shop, which sells rare items. Depending on
          your floor, the Item Shop can sell different things. So take a break
          from fighting. When you're ready, go to the Inn and head down the
          staircase in the southeast corner. 

          Possible Chest Amount
          ---------------------
               N/A
 
          Chest Location
          --------------
               N/A

     Flying Fortress #1 ~
     =----------------=
          Description: This level is designed like the Flying Fortress in 
          terms of appearance. It's a pretty small level with a very linear
          layout. There are a few rooms that contain chests. In fact, it won't
          be difficult finding 4 out of the 5 chests as two will appear in 
          each room (depending on the floor). The exit is southeast of the
          lower room in the form of a warp tile. 

          Possible Chest Amount
          ---------------------
               If B1 to B9 = Up to 2 chests
               If B11 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B39 = Up to 5 chests

          Chest Location
          --------------
               1. Southern room. Two chests are found inside.
               2. Read above.
               3. Northern room. Two chests are found inside.
               4. Read above.
               5. Take the pathway at the very southerneastern corner to find
                  a chest at a dead end. 

     Flying Fortress #2 ~
     =----------------=
          Description: This Flying Fortress variation is easy to get through
          although parts of it might confuse you at first. There are two rooms
          at the far northwest and the far southwest that contain chests. The
          exit can be found right by the southwestern room. Walk past it to
          see the warp tile. 

          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 2 chests

          Chest Location
          --------------
               1. Northwestern room. There's a chest inside.
               2. Southwestern room. There's a chest inside. 

     Flying Fortress #3 ~
     =----------------=
          Description: This Flying Fortress level is similar to the others.
          You'll find the majority of the treasures in a northeastern room and
          the exit south of that at the southeastern corner. 

          Possible Chest Amount
          ---------------------
               B1 to B8 = Up to 2 chests
               B9 to B16 = Up to 3 chests
               B17 to B39 = Up to 4 chests

          Chest Location
          --------------
               1. At the northeast corner is a room with a lot of chests. 
               2. Read above.
               3. Read above. 
               4. At the south end of the area is another room toward the 
                  west. It contains a single chest. 

     Flying Fortress #4 ~
     =----------------=
          Description: If you get lucky, you'll spawn right below the exit
          warp point. If not, at least you're closer to the treasures. This
          is a pretty simple level. The exit can be found in the northeastern
          corner after crossing a pretty long sky-bridge.

          Possible Chest Amount
          ---------------------
               B1 to B8 = Up to 2 chests
               B9 to B39 = Up to 3 chests

          Chest Location
          --------------
               1. Room at the northwest corner. A chest is inside.
               2. The central room. A chest is inside.
               3. Southwestern corner. The room there contains a chest. 

     Cavern Of Ice #1 ~
     =--------------=
          Description: This snowy cave has spikes all over the floor that hurt
          you whenever you walk onto them. There are two rooms that hold 
          chests. The northern of the two holds five at the later floors. 
          The exit is in the southeast corner. 

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B32 = Up to 5 chests
               If B33 to B39 = Up to 6 chests

          Chest Location
          --------------
               1. Somewhere along the southwestern wall is an elongated room. 
                  Inside is a chest. 
               2. At the northwestern corner is another room. Inside are 
                  multiple chests. 
               3. Read above.
               4. Read above.
               5. Read above.
               6. Read above. 

     Cavern Of Ice #2 ~
     =--------------=
          Description: The paths in this area appear to loop around. There are
          two major rooms of interest. One is in the southeast corner and one
          is in the southwest corner. Both of them bear two chests each at the
          maximum. The exit is somewhere in the western area of the level, but
          not the extreme west. 
 
          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B39 = Up to 4 chests

          Chest Location
          --------------
               1. Southeastern room. Two chests inside.
               2. Read above.
               3. Southwestern room. Two chests inside.
               4. Read above. 

     Cavern Of Ice #3 ~
     =--------------=
          Description: Yet another ice level. If you actually pay attention
          to the structure of the walls, you'll see that this level seems to
          resemble a spiral. Although not perfect, it should be enough to 
          help you distinguish. The room at the southeast corner contains all
          the chests here, and the exit can be found along the north wall.

          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 2 chests
 
          Chest Location
          --------------
               1. In southeastern room. 
               2. Read above. 

     Cavern Of Ice #4 ~
     =--------------=
          Description: A grid pattern covers a lot of this level. That makes
          this level a bit easier to distinguish from the other Cavern Of Ice
          levels. The exit is along the western wall at some point.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B39 = Up to 5 chests

          Chest Location
          --------------
               1. Southwest corner of map. The chest is right there.
               2. Middle of the south wall. Easy to locate. 
               3. Northeast corner of area. Plain in sight.
               4. Somewhere along the eastern area of the level. Look around
                  the grid-like walls. 
               5. This chest is close to the northwestern corner, but not
                  quite. It's in the middle between the corner and the center. 

     Cavern Of Ice #5 ~
     =--------------=
          Description: This snowy cave has quite a few chests to pick up. 
          There are some also some patches of spikes, although they aren't
          everywhere. The ice crystals make navigating this level somewhat
          difficult. The exit can be found in the southeast corner. The
          ice crystals there make it so that you have to approach it from the 
          northwest. 

          Possible Chest Amount
          ---------------------
               If B1 to B2 = Up to 2 chests
               If B3 to B4 = Up to 3 chests
               If B5 = 0 chests
               If B6 to B26 = Up to 3 chests
               If B27 to B29 = 0 chests
               If B31 to B39 = Up to 3 chests

          Chest Location
          --------------
               1. You'll find a room in the northern sector of this area. 
                  Inside is a chest. 
               2. South of the first chest is another chest. 
               3. Northwest corner. There's a chest there. 

     Cavern Of Ice #6 ~
     =--------------=
          Description: This icy level is best noted for its gigantic rooms. 
          The southern room makes things easy for you by holding the only 
          three chests you'll need in this level. To get to the exit, you have
          to walk through the northern room, using its other exit to get to 
          the staircase.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B39 = Up to 3 chests

          Chest Location
          --------------
               1. The big southern room contains all three chests.
               2. Read above.
               3. Read above. 

     Cavern Of Earth ~
     =-------------=
          Description: The center part of this area is reminiscent of the 
          part of the Cavern Of Earth in which you fought the Vampire. 
          Remember when you found the rock slab which revealed the ladder? 
          The exit is right there after going through the east door in the
          center room and continuing up. 

          Possible Chest Amount 
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B39 = Up to 5 chests

          Chest Location
          --------------
               1. The room in the middle (the one reminiscent of the Vampire
                  fight in the real game) contains three chests.
               2. Read above.
               3. Read above. 
               4. Southeast of the middle room, along the southern wall, is a
                  chest. 
               5. At the northeast area of this level is a room. The room 
                  appears to be sticking out of the north wall making it look
                  a bit awkward. A chest is inside. 

     Lava Room ~
     =-------=
          Description: Lava is pretty obvious here. Stepping on it will take
          away 1 HP for every step. Ouch. Chests are scattered around. Most
          of them are on top of the lava. If you are going for them, expect to
          take some damage. The exit can be found in the southeast corner.
 
          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests 
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B39 = Up to 5 chests

          Chest Location
          --------------
               1. Northeast corner. There's a chest there.
               2. Northwest corner. There's a chest somewhere around.
               3. Look around the eastern wall of the area. The chest is 
                  somewhere along it. 
               4. Somewhere toward the center is a little inset into the rock.
                  A chest is there. 
               5. Somewhat close to the center. The chest is along the 
                  eastern wall of the inner wall. 

     Lava Pit ~
     =------=
          Description: You can easily tell the difference between this one and
          the one above as the Lava Pit is absolutely COVERED in lava. There 
          are only two chests that require a lot of stepping over lava. You 
          decide whether or not you want to go. The exit is along the north
          wall of the area.

          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 2 chests

          Chest Location
          --------------
               1. Southwest corner. There's a chest here.
               2. Southeast corner. Another chest. 

     Robo Quest ~
     =--------=
          Description: In this dusty town, your objective is to find two spare
          robot parts. Talk to the two robots to learn your quest. The gray 
          one will tell you that his friend is malfunctioning. To find them,
          you will have to search the robot parts scattered around. Don't 
          forget to search inside the houses too. Once you get the two, the 
          robot will reveal the exit for you.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B32 = Up to 5 chests
               If B33 to B39 = Up to 6 chests

          Chest Location
          --------------
               1. Right below the river east of the two robots.
               2. Right by the southeast corner. You'll find a chest there.
               3. Northwest of two robots. 
               4. Southwest corner. There's a chest here. 
               5. Directly east of the fifth chest. 
               6. There's another chest around the northwest corner. 

     Toy Town ~
     =------=
          Description: Here's something different for a change. Talk to the
          kid at the beginning to help him out (well, you can't exactly say
          no). He'll also tell you the color of the other kid's hair, which
          you will definitely need. Leave the building and begin looking. The
          houses' doors will teleport you around the town. Keep searching 
          until you manage to find the stupid kid. 
 
          Possible Chest Amount
          ---------------------
               N/A
 
          Chest Location
          --------------
               N/A

     Orange World ~
     =----------=
          Description: Yeah, those who love orange will love this level. It's
          interesting how you have an entire slab of land just floating above
          the ground like that... underground! After a bit of walking, you 
          will eventually find the exit somewhere along the south end of this
          floating slab of land. However, don't expect to get there so soon.
          Expect a lot of walking.

          Possible Chest Amount
          ---------------------
               If B1 to B8 = Up to 2 chests
               If B9 to B16 = Up to 3 chests
               If B17 to B24 = Up to 4 chests
               If B25 to B39 = Up to 5 chests

          Chest Location
          --------------
               1. North of the starting point is a desert. The northeast side
                  of this desert holds a chest. 
               2. There will be a peninsula off of the path leading south. The
                  chest is on this.
               3. At the northwest corner of the world is a chest.
               4. At the southwest corner of the world is a chest.
               5. West of the exit is a chest. 
          
     Flooded Fortress ~
     =--------------=
          Description: This strange place is the only level in all of the
          Whisperwind Cove that has 10 chests no matter which floor you are on
          (Yay!). However, there are soldiers hanging around that been
          apparently zombified. Some of them even beg of you to kill them. 
          Talking to them will start a fight. The king and queen, in their 
          throne room, can also be fought. You'll be using your canoe a lot 
          here. The exit is directly south of the starting position.
 
          Possible Chest Amount
          ---------------------
               If B1 to B39 = Up to 10 chests

          Chest Location
          --------------
               1. To your left at the starting point.
               2. To your right at the starting point. 
               3. Head south until you hit the southern wall and then move
                  east to the southeast corner. A chest is located there. 
               4. Move back west and advance to the southwest corner. A chest
                  is located there. 
               5. From the southwest corner, head north to the northwest
                  corner. Eventually, you'll reach an undead soldier guarding
                  a door. Defeat him and go inside for two chests.
               6. Read above.
               7. Leave the room and go back south a teensy-weensy bit. Then 
                  head east and go north at the first opportunity you get. 
                  This is the starting position. Keep going north until you
                  reach the throne room. Talk to the king to fight him and
                  then open the chest behind him.
               8. Talk to the queen to fight her. Then open the chest behind
                  her.
               9. Head back to the southern wall. Advance as far east as 
                  possible and then go north. At the northeast corner is a 
                  door. Fight the soldier and go through for two chests.
               10. Read above.

When you reach B10, you'll fight your first boss of the Whisperwind Cove. When
you reach this floor, just follow the path. There's no random encounters here
so don't worry about getting lost. Eventually, you'll find the blue flame
representing Typhon (or otherwise known as Chupon). 

     Boss Fight: Typhon ~
     =----------------=
          The main problem with Typhon is his Snort attack which will
          automatically KO the unit that it happens to hit. This is not cool. 
          If you get lucky, your main attackers won't get hit and your White
          Wizard doesn't die. Full-Life is great for reviving those that have
          fallen to Typhon's Snort. Apart from that, Typhon is nothing great.
          Just revive each character as they fall and pound Typhon to a pulp. 
          It shouldn't take too long. 

Once Typhon is down, you can go north for a warp leading back to the surface
or continue onwards by stepping into the warp tile which will lead you to 
B11. 

As soon as you reach B20, you should know that another boss awaits. This time,
it's Orthros (or Ultros from FFVI). Find the blue flame which represents each
and every boss thus far. Heal up before you talk to it. 

     Boss Fight: Orthros ~
     =-----------------=
          This eight-armed freak is nothing big. His only real threat is a 
          physical attack that can deal a lot of damage if you aren't careful. 
          Obviously, you better put up that Protera barrier and maybe an 
          Invisira or two. Orthros also has Ink, which can blind. However,
          darkness can easily be fixed with a few Eye Drops so don't fret if
          you managed to get splattered. Orthros is probably the easiest boss
          you'll ever come across in the Soul Of Chaos dungeons. No kidding. 

When you manage to defeat Orthros, go west. The big warp will take you back 
up (Uh...) to the surface. Don't ask me what the big, blue balls do. When 
you're ready, take the small warp to the next level. 

On B30, you'll notice a dying town with its civilians in agony. Talk to 
everyone even though you won't get too much out of them. Go south and cross
the bridge. Keep looking around until you find a circular island surrounded
by a moat. Talk to the soldier in front and he'll tell of the monstrosity 
above. Walk into the house and you'll be warped high in the sky. At the end
of the path, you'll find the Phantom Train...

     Boss Fight: Phantom Train ~
     =-----------------------=
          This strange creature appears a mean, live train. the Phantom Train
          really is not too difficult. Sure, his physical attack is somewhat
          powerful (it must hurt to get rammed by him), but it won't make a 
          difference. You will want to watch out for Acid Rain however. It can
          deal a medium amount of damage to every party member. Protera can
          help make his physical attack deal practically nothing and Invisira
          can up your evasion enough to give you a good chance of evading
          his attacks. Just heal your team after the Phantom Train casts Acid
          Rain. Lower all of his 9999 HP and he'll die. 

Once the Phantom Train gets his butt handed to him, you can return to the warp
and head back down to the town. The once desolate earth has bloomed once. You
have saved this town. The exit out of this place is at the northeast corner. 
The tan-shaded building will warp you back into the dungeon. You can step onto
the pedestal to get back to the overworld or keep going. Well, you've come 
this far. Onto B31! 

When you hit B40, prepare for the hardest boss fight yet. Just kidding. You'll
realize that Death Gaze of the Whisperwind Cove is nothing incredibly special.
Follow the path until you meet an ever-so-familiar blue flame. Engage with
the Death Gaze.

     Boss Fight: Death Gaze ~
     =--------------------=
          While Death Gaze isn't physically powerful, his defense stats can
          get pretty annoying as it takes longer to take him down. Death Gaze
          mostly sticks with physical attacks, which can be pretty powerful if
          you don't put up a Protera immediately. Do just that. Invisira would
          also be a good idea, but Death Gaze also hoards fantastic accuracy
          stats as well. The best course of action would be to have your White
          Wizard cast Healaga every turn while your fighters dish it out.
          Your Black Wizard could easily buff up your fighters with Haste and
          Temper. It's not a very original plan, but for Death Gaze, it is 
          sure to work. The key is patience. Draining all of that HP can get
          very annoying. Eventually, Death Gaze will fall and you win!

Once Death Gaze is taken down (along with all the other bosses of the other
dungeons), you will have virtually completed the Soul Of Chaos dungeons. 
However, there are many items still left to collect (assuming this was your
first pass). You can try these dungeons again, or just challenge Chaos to beat
the game with your newfound experience. 

*=============================================================================*
    +---------------------------------------------------------------------+
                              7. Equipment Listing                [7000]
    +---------------------------------------------------------------------+
*=============================================================================*


Below is a list of all the equipment that you will come across throughout
Final Fantasy. Weapons consists of all Swords, Staves, etc. Shields consist
of all forms of hand-held shields. Headwear is made up of all helms and hats.
Body Armor includes any form of clothes or plating on the body. Finally, 
Gloves include platings or gloves worn on the hand. 

All items are listed in alphabetical order and can be found in either the 
original game or the Soul Of Chaos shrines. Some weapons can only be claimed
from the Soul Of Chaos dungeons. Keep that in mind. 

     NOTE: I was never aware that I could check the "compatibility" of each
           weapon by just clicking on it. Therefore, you might find some
           inaccurate jobs for the Classes that can wield that particular
           weapon or whatever

~-----------------------------------------------------------------------------~
         ~ 7.1. Weapons ~                                         [7100]
~-----------------------------------------------------------------------------~

     Asura ~
     =---=
          Atk: +25          Def: -
          Acc: +30          Eva: -

          Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
          Description: A sword whose name embodies battle. 

     Assassin Dagger ~
     =-------------=
          Atk: +30          Def: -
          Acc: +40          Eva: +10

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                 Wizard
          Description: A dagger that casts Kill when used. 

     Battle Axe ~
     =--------=
          Atk: +16          Def: -
          Acc: +5           Eva: -

          Class: Warrior, Knight, Ninja
          Description: An axe made for battle. 

     Braveheart ~
     =--------=
          Atk: +30          Def: -
          Acc: +29          Eva: -
          
          Class: Warrior, Knight, Ninja
          Description: A sword that casts Confuse when used. 

     Broadsword ~
     =--------=
          Atk: +15          Def: -
          Acc: +10          Eva: -
          
          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: Sword with a wide, double-edged blade.

     
     Cat Claws ~
     =-------=
          Atk: +22          Def: -
          Acc: +25          Eva: -
 
          Class: Knight, Ninja, Red Wizard, Black Wizard
          Description: A weapon with razor-sharp blades.

     Coral Sword ~
     =---------=
          Atk: +19          Def: -
          Acc: +15          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A sword effective against aquatic foes. 

     Crosier ~
     =-----=
          Atk: +14          Def: -
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja, Monk, Master
          Description: A staff topped with an iron ring. 

     Dagger ~
     =----=
          Atk: +7           Def: -
          Acc: +10          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black 
                 Mage, Black Wizard
          Description: A large knife. 

     Dark Claymore ~
     =-----------=
          Atk: +40          Def: -
          Acc: +5           Eva: -

          Class: Warrior, Knight
          Description: A sword with a shimmering black blade. 

     Deathbringer ~
     =----------=
          Atk: +36          Def: -
          Acc: +25          Eva: +5

          Class: Red Wizard
          Description: A sword that casts Death when used. 

     Defender ~
     =------=
          Atk: +30          Def: -
          Acc: +33          Eva: -
   
          Class: Knight, Ninja, Red Wizard
          Description: A sword that casts Blink when used.

     Duel Rapier ~
     =---------=
          Atk: +27          Def: -
          Acc: +30          Eva: +80 (!)

          Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
          Description: A rapier refined for battle. 

     Enhancer ~
     =------=
          Atk: +28          Def: -
          Acc: +25          Eva: -

          Class: Warrior, Red Mage, Knight, Ninja, Red Wizard
          Description: An unusual rapier infused with magic. 


     Excalibur ~
     =-------=
          Atk: +45          Def: -
          Acc: +35          Eva: -

          Class: Knight
          Description: Sword crafted from a legendary metal. 

     Falchion ~
     =------=
          Atk: +15          Def: -
          Acc: +10          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A sword that widens toward its tip. 

     Flame Sword ~
     =---------=
          Atk: +26          Def: -
          Acc: +20          Eva: -

          Class: Warrior, Red Mage, Knight, Ninja, Red Wizard
          Description: A sword that dances with flame.

     Gigantaxe ~
     =-------=
          Atk: +42          Def: -
          Acc: -            Eva: +80 (!)

          Class: Warrior, Knight, Ninja
          Description: An axe boasting superb attack power. 

     Gladius ~
     =-----=
          Atk: +23          Def: -
          Acc: +30          Eva: +10
 
          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                 Mage, Black Wizard
          Description: A dagger crafted to be feather-light. 

     Great Axe ~
     =-------=
          Atk: +22          Def: -
          Acc: +5           Eva: -

          Class: Warrior, Knight, Ninja
          Description: A large axe made for battle.

     Great Sword ~
     =---------=
          Atk: +21          Def: -
          Acc: +20          Eva: -

          Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
          Description: A sword effective against giants. 

     Hammer ~
     =----=
          Atk: +9           Def: -
          Acc: -            Eva: -

          Class: Warrior, White Mage, Knight, Ninja, White Wizard
          Description: A hammer made for battle.

     Healing Staff ~
     =-----------=
          Atk: +6           Def: -
          Acc: -            Eva: -
 
          Class: Ninja, White Mage, White Wizard
          Description: A staff that casts Heal when used.

     Ice Brand ~
     =-------=
          Atk: +29          Def: -
          Acc: +25          Eva: -

          Class: Warrior, Red Mage,, Knight, Ninja, Red Wizard
          Description: A sword gripped by winter's chill.

     Iron Nunchaku ~
     =-----------=
          Atk: +16          Def: -
          Acc: -            Eva: -
 
          Class: Monk, Master, Ninja,
          Description: Nunchaku made of iron.

     Judgment Staff ~
     =------------=
          Atk: +26          Def: -
          Acc: +25          Eva: -

          Class: Black Wizard
          Description: A staff that casts Flare when used. 

     Kikuichimonji ~
     =-----------=
          Atk: +37          Def: -
          Acc: +25          Eva: -
 
          Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
          Description: A chrysanthemum adorns its scabbard. 

     Knife ~
     =---=
          Atk: +5           Def: -
          Acc: +10          Eva: -
 
          Class: Warrior, Thief, Red Mage, Black Mage, Knight, Ninja, Red 
                 Wizard, Black Wizard
          Description: A small knife.

     Kotetsu ~
     =-----=
          Atk: +22          Def: -
          Acc: +6           Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A small katana designed for easy use. 
 
     Light Axe ~
     =-------=
          Atk: +28          Def: -
          Acc: +15          Eva: -

          Class: Warrior, Knight, Ninja
          Description: An axe that casts Diara when used.

     Lightbringer ~
     =----------=
          Atk: +48          Def: -
          Acc: +40          Eva: +50

          Class: Red Wizard
          Description: A sword that casts Holy when used. 

     Longsword ~
     =-------=
          Atk: +20          Def: -
          Acc: +10          Eva: -

          Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
          Description: A large, double-edged sword.

     Mage Masher ~
     =---------=
          Atk: +20          Def: -
          Acc: +20          Eva: -
 
          Class: Warrior, Thief, Red Mage, Black Mage, Knight, Ninja, 
                 Red Wizard, Black Wizard
          Description: A knife that casts Silence when used. 

     Mage's Staff ~
     =----------=
          Atk: +13          Def: -
          Acc: +10          Eva: -
 
          Class: Ninja, Black Mage, Black Wizard
          Description: A staff that casts Fira when used. 

     Masamune ~
     =------=
          Atk: +56          Def: -
          Acc: +50          Eva: -

          Class: [All]
          Description: A legendary katana without peer. 

     Murasame ~
     =------=
          Atk: +50          Def: -
          Acc: +10          Eva: 35

          Class: Ninja
          Description: A sword also known as the Demonblade. 

     Mythril Hammer ~
     =------------=
          Atk: +12          Def: -
          Acc: +5           Eva: -

          Class: Warrior, Knight, Ninja, White Mage, White Wizard
          Description: A hammer wrought from mythril. 

     Mythril Knife ~
     =-----------=
          Atk: +10          Def: -
          Acc: +15          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                 Mage, Black Wizard
          Description: A knife wrought from mythril. 

     Ogrekiller ~
     =--------=
          Atk: +30          Def: -
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja
          Description: An axe effective against giants. 


     Orichalcum ~
     =--------=
          Atk: +28          Def: -
          Acc: +35          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black 
                 Wizard
          Description: A knife with a gleaming golden blade. 

     Power Staff ~
     =---------=
          Atk: +12          Def: -
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja, Monk, Master, White Mage, White
                 Wizard, Black Mage, Black Wizard
          Description: A staff with good attack power. 

     Ragnarok ~
     =------=
          Atk: +58          Def: -
          Acc: +15          Eva: +33

          Class: Knight
          Description: A sword etched with words of the gods. 

     Rapier ~
     =----=
          Atk: +9           Def: -
          Acc: +5           Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A sword with a slender blade.

     Razer ~
     =---=
          Atk: +22          Def: -
          Acc: +20          Eva: -

          Class: Warrior, Knight, Ninja, Red Wizard
          Description: A saber that casts Scourge when used. 

     Rune Axe ~
     =------=
          Atk: +40          Def: -
          Acc: +20          Eva: -

          Class: Warrior, Knight, Ninja
          Description: An axe that casts Curaga when used. 

     Rune Blade ~
     =--------=
          Atk: +18          Def: -
          Acc: +15          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A sword effective against spellcasters. 

     Rune Staff ~
     =--------=
          Atk: +25          Def: -
          Acc: +25          Eva: -

          Class: White Wizard
          Description: A staff that casts Healara when used. 

     Saber ~
     =---=
          Atk: +13          Def: -
          Acc: +5           Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A long sword made for piercing. 

     Sage's Staff ~
     =----------=
          Atk: +20          Def: -
          Acc: +10          Eva: -

          Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                 Black Wizard
          Description: A staff that casts Life when used. 

     Sasuke's Blade ~
     =------------=
          Atk: +33          Def: -
          Acc: -            Eva: -

          Class: Ninja
          Description: A small katana used by a ninja. 

     Scimitar ~
     =------=
          Atk: +10          Def: -
          Acc: +10          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A sword with a curved blade. 

     Staff ~
     =---=
          Atk: +6           Def: -
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja, Monk, Master, White Mage, White 
                 Wizard, Black Mage, Black Wizard
          Description: A wooden staff. 

     Sun Blade ~
     =-------=
          Atk: +32          Def: -
          Acc: +30          Eva: -

          Class: Warrior, Knight, Ninja, Red Wizard
          Description: A sword effective against undead. 

     Thor's Hammer ~
     =-----------=
          Atk: +18          Def: -
          Acc: +15          Eva: -

          Class: Knight, Ninja, White Wizard
          Description: Hammer that casts Thundara when used. 

     Ultima Weapon ~
     =-----------=
          Atk: + *          Def: -
          Acc: + *          Eva: -

          Class: Knight, Ninja, Master, Red Wizard, White Wizard, Black Wizard
          Description: A sword bound to its wielder's HP. 

                * This weapon's attack power is based on your HP divided by 
                  10. At max HP, the Ultima Weapon can have a power of 100 
                  because 999 / 10 = 99.99, which rounds up to 100. 

     Vorpal Sword ~
     =----------=
          Atk: +24          Def: -
          Acc: +25          Eva: -

          Class: Warrior, Knight, Ninja, Red Wizard
          Description: A very sharp crescent blade. 

     War Hammer ~
     =--------=
          Atk: +30          Def: -
          Acc: -            Eva: -

          Class: Knight, Ninja, White Wizard
          Description: A hammer that strikes hard. 

     Werebuster ~
     =--------=
          Atk: +18          Def: -
          Acc: +15          Eva: -

          Class: Warrior, Knight, Ninja, Red Mage, Red Wizard
          Description: A sword effective against werebeasts. 

     Wizard's Staff ~
     =------------=
          Atk: +16          Def: -
          Acc: +15          Eva: -

          Class: Black Wizard
          Description: A staff that casts Confuse when used. 

     Wyrmkiller ~
     =--------=
          Atk: +19          Def: -
          Acc: +15          Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: Gloves made of leather. 

~-----------------------------------------------------------------------------~
         ~ 7.2. Shields ~                                         [7200]
~-----------------------------------------------------------------------------~

     Aegis Shield ~
     =----------=
          Atk: -            Def: +16
          Acc: -            Eva: -

          Class: Knight
          Description: A shield that guards against stone. 

     Buckler ~
     =-----=
          Atk: -            Def: +2
          Acc: -            Eva: -

          Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
          Description: A small shield. 

     Crystal Shield ~
     =------------=
          Atk: -            Def: +15
          Acc: -            Eva: +45

          Class: Knight, Ninja
          Description: A shield of crystal, crafted long ago. 

     Diamond Shield ~
     =------------=
          Atk: -            Def: +16
          Acc: -            Eva: -

          Class: Knight
          Description: A shield made of diamond. 

     Elven Cloak ~
     =---------=
          Atk: -            Def: +9
          Acc: +1           Eva: -

          Class: Warrior, Thief, Red Mage, White Mage, Black Mage, Knight, 
                 Ninja, Red Wizard, White Wizard, Black Wizard
          Description: A cloak enchanted with elven magic. 

     Flame Shield ~
     =----------=
          Atk: -            Def: +12
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja
          Description: A shield alive with the power of fire. 

     Genji Shield ~
     =----------=
          Atk: +27          Def: +14
          Acc: +30          Eva: +42 (!)

          Class: Warrior, Knight, Ninja
          Description: Heavy shield crafted in a distant land. 

     Hero's Shield ~
     =-----------=
          Atk: -            Def: +16
          Acc: -            Eva: +40

          Class: Knight
          Description: Shield that wards off status ailments. 

     Ice Shield ~
     =--------=
          Atk: -            Def: +12
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja
          Description: A shield alive with the power of ice. 

     Iron Shield ~
     =---------=
          Atk: -            Def: +4
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja
          Description: A shield wrought from iron.
 
     Leather Shield ~
     =------------=
          Atk: -            Def: +2
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja
          Description: A shield made of hardened leather. 

     Mythril Shield ~
     =------------=
          Atk: -            Def: +8
          Acc: -            Eva: -

          Class: Warrior, Knight, Ninja
          Description: A shield crafted from mythril. 

     Protect Cloak ~
     =-----------=
          Atk: -            Def: +8
          Acc: -            Eva: -2

          Class: Warrior, Thief, Red Mage, White Mage, Black Mage, Knight, 
                 Ninja, Red Wizard, White Wizard, Black Wizard
          Description: A large cloak worn over armor. 

     Zephyr Cape ~
     =---------=
          Atk: -            Def: +4
          Acc: -            Eva: +9 

          Class: Warrior, Thief, Red Mage, White Mage, Black Mage, Knight, 
                 Ninja, Red Wizard, White Wizard, Black Wizard
          Description: A cape alive with the spirit of wind. 

~-----------------------------------------------------------------------------~
         ~ 7.3. Headwear ~                                        [7300]
~-----------------------------------------------------------------------------~

     Black Cowl ~ 
     =--------=
          Atk: +1           Def: +8
          Acc: +3           Eva: +12

          Class: Thief, Ninja
          Description: Black hood brought from a distant land. 

     Crystal Helm ~
     =----------=
          Atk: -            Def: +10
          Acc: -            Eva: +13

          Class: Knight, Ninja
          Description: A helm of crystal, crafted long ago. 

     Diamond Helm ~
     =----------=
          Atk: -            Def: +8
          Acc: -            Eva: +3

          Class: Knight
          Description: A helm made of diamond. 

     Feathered Cap ~
     =-----------=
          Atk: -            Def: +4
          Acc: -            Eva: +9 

          Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
          Description: A light cap woven of silk. 

     Genji Helm ~
     =--------=
          Atk: -            Def: +9
          Acc: -            Eva: +12 

          Class: Warrior, Thief, Knight, Ninja 
          Description: A heavy helm crafted in a distant land. 

     Great Helm ~
     =--------=
          Atk: -            Def: +5
          Acc: -            Eva: -5

          Class: Warrior, Knight, Ninja
          Description: A helm that covers the entire head. 

     Healing Helm ~
     =----------=
          Atk: -            Def: +6
          Acc: -            Eva: -3

          Class: Warrior, Knight, Ninja
          Description: A helm that casts Heal when used. 

     Helm ~
     =--=
          Atk: -            Def: +3
          Acc: -            Eva: -3

          Class: Warrior, Knight, Ninja
          Description: A small helm. 

     Leather Cap ~
     =---------=
          Atk: -            Def: +1
          Acc: -            Eva: -1

          Class: [All]
          Description: A cap made of leather. 

     Mythril Helm ~
     =----------=
          Atk: -            Def: +6
          Acc: -            Eva: -3

          Class: Warrior, Knight, Ninja
          Description: A helm wrought from mythril. 

     Red Cap ~
     =-----=
          Atk: -            Def: +8
          Acc: -            Eva: - 

          Class: Red Mage, Red Wizard
          Description: A cap that awakens latent abilities. 

     Ribbon ~
     =----=
          Atk: -            Def: +1
          Acc: -            Eva: -1

          Class: [All]
          Description: Ribbon that wards off special attacks. 

     Sage's Mitre ~
     =----------=
          Atk: -            Def: +5
          Acc: -            Eva: -1

          Class: White Mage, Black Mage, White Wizard, Black Wizard
          Description: A hat made of enchanted cloth. 

     Twist Headband ~
     =------------=
          Atk: +5           Def: +3
          Acc: +1           Eva: - 

          Class: Thief, Monk, Ninja, Master
          Description: A headband favored by martial artists. 

     Wizard's Hat ~
     =----------=
          Atk: -            Def: +4
          Acc: -            Eva: -1

          Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                 Black Wizard
          Description: A traditional hat brimming with magic. 

~-----------------------------------------------------------------------------~
         ~ 7.4. Body Armor ~                                      [7400]
~-----------------------------------------------------------------------------~

     Bard's Tunic ~
     =----------=
          Atk: -            Def: +20
          Acc: -            Eva: -3

          Class: [All]
          Description: A light, loose-fitting tunic. 

     Black Garb ~
     =--------=
          Atk: +1           Def: +40
          Acc: +10          Eva: +8 (!)

          Class: Thief, Ninja
          Description: Light, durable suit from a distant land. 

     Black Robe ~
     =--------=
          Atk: -            Def: +24
          Acc: -            Eva: -2

          Class: Black Wizard
          Description: A robe that casts Bizzara when used. 

     Chain Mail ~
     =--------=
          Atk: -            Def: +15
          Acc: -            Eva: -15

          Class: Warrior, Red Mage, Knight, Ninja, Red Wizard
          Description: Mail of interwoven chain links. 

     Clothes ~
     =-----=
          Atk: -            Def: +1
          Acc: -            Eva: -2

          Class: [All]
          Description: Ordinary clothing. 

     Copper Armlet ~
     =-----------=
          Atk: -            Def: +4
          Acc: -            Eva: -1

          Class: [All]
          Description: An armlet crafted from copper. 

     Crystal Mail ~
     =----------=
          Atk: -            Def: +44
          Acc: -            Eva: -10

          Class: Knight, Ninja
          Description: Mail of crystal, crafted long ago. 

     Diamond Armlet ~
     =------------=
          Atk: -            Def: +34
          Acc: -            Eva: -1

          Class: [All]
          Description: An armlet adorned with diamonds. 

     Diamond Armor ~
     =-----------=
          Atk: -            Def: +42
          Acc: -            Eva: -10

          Class: Knight
          Description: Armor crafted from diamond. 

     Dragon Mail ~
     =---------=
          Atk: -            Def: +42
          Acc: -            Eva: -10

          Class: Knight
          Description: Mail fashioned from dragon scales. 

     Flame Mail ~
     =--------=
          Atk: -            Def: +34
          Acc: -            Eva: -10

          Class: Warrior, Knight, Ninja
          Description: Mail infused with the power of fire. 

     Gaia Gear ~
     =-------=
          Atk: -            Def: +35
          Acc: -            Eva: -2

          Class: Black Mage, Black Wizard
          Description: A robe instilled with the earth's grace. 

     Genji Armor ~
     =---------=
          Atk: +2           Def: +35
          Acc: +3           Eva: -7

          Class: Warrior, Knight, Ninja
          Description: Heavy armor crafted in a distant land. 

     Ice Armor ~
     =-------=
          Atk: -            Def: +34
          Acc: -            Eva: -10

          Class: Warrior, Knight, Ninja
          Description: Armor infused with the power of ice. 

     Iron Armor ~
     =--------=
          Atk: -            Def: +24
          Acc: -            Eva: -23

          Class: Warrior, Knight, Ninja
          Description: Armor made of thinly hammered iron.

     Kenpogi ~
     =-----=
          Atk: +3           Def: +28
          Acc: -            Eva: -3

          Class: Monk, Master
          Description: An outfit favored by martial artists. 

     Knight's Armor ~
     =------------=
          Atk: -            Def: +34
          Acc: -            Eva: -33

          Class: Warrior, Knight
          Description: Armor crafted from steel plates. 

     Leather Armor ~
     =-----------=
          Atk: -            Def: +4
          Acc: -            Eva: -8

          Class: Warrior, Monk, Thief, Red Mage, Knight, Master, Ninja, 
                 Red Wizard
          Description: Armor made of hardened leather. 

     Light Robe ~
     =--------=
          Atk: -            Def: +35
          Acc: -            Eva: -2

          Class: White Mage, White Wizard
          Description: A robe imbued with the power of light. 


     Mythril Mail ~
     =----------=
          Atk: -            Def: +18
          Acc: -            Eva: -8

          Class: Warrior, Knight, Ninja, Red Mage, Red Wizard
          Description: Mail crafted from mythril. 

     Red Jacket ~
     =--------=
          Atk: +3           Def: +24
          Acc: +2           Eva: -

          Class: Thief, Red Mage, Ninja, Red Wizard
          Description: A jacket that protects against flame. 

     Ruby Armlet ~
     =---------=
          Atk: -            Def: +24
          Acc: -            Eva: -1

          Class: [All]
          Description: An armlet of worked silver. 

     Sage's Surplice ~
     =-------------=
          Atk: -            Def: +25
          Acc: -            Eva: -2

          Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                 Black Wizard
          Description: A robe that enhances intelligence. 

     Silver Armlet ~
     =-----------=
          Atk: -            Def: +15
          Acc: -            Eva: -1

          Class: [All]
          Description: An armlet of worked silver. 

     Thief's Armlet ~
     =------------=
          Atk: -            Def: +30
          Acc: +5           Eva: +4 

          Class: Thief, Ninja
          Description: An armlet that enhances agility. 

     White Robe ~
     =--------=
          Atk: -            Def: +24
          Acc: -            Eva: -2

          Class: White Wizard
          Description: A robe that casts Invisira when used. 

~-----------------------------------------------------------------------------~
         ~ 7.5. Gloves ~                                          [7500]
~-----------------------------------------------------------------------------~

     Angel's Ring ~
     =----------=
          Atk: -            Def: +8
          Acc: -            Eva: -1 

          Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                 Black Wizard
          Description: Ring fashioned after an angel's feather. 

     Bronze Gloves ~
     =-----------=
          Atk: -            Def: +2
          Acc: -            Eva: -3

          Class: Warrior, Knight, Ninja
          Description: Gloves made of bronze. 

     Crystal Gloves ~
     =------------=
          Atk: -            Def: +10
          Acc: -            Eva: -3

          Class: Knight, Ninja
          Description: Gloves of crystal, crafted long ago. 

     Diamond Gloves ~
     =------------=
          Atk: -            Def: +8
          Acc: -            Eva: -3

          Class: Knight
          Description: Gloves made of diamond. 

     Genji Gloves ~
     =----------=
          Atk: -            Def: +9
          Acc: -            Eva: +13 

          Class: Warrior, Knight, Ninja
          Description: Heavy gloves crafted in a distant land. 

     Giant's Gloves ~
     =------------=
          Atk: -            Def: +6
          Acc: -            Eva: -3

          Class: Warrior, Knight, Ninja
          Description: Gloves that cast Saber when used. 

     Leather Gloves ~
     =------------=
          Atk: -            Def: +1
          Acc: -            Eva: -1

          Class: [All]
          Description: Gloves made of leather. 

     Mythril Gloves ~
     =------------=
          Atk: -            Def: +1
          Acc: -            Eva: -1

          Class: Warrior, Knight, Ninja
          Description: Gloves made of mythril. 

     Protect Ring ~
     =----------=
          Atk: -            Def: +8
          Acc: -            Eva: -1

          Class: [All]
          Description: Ring that guards against instant death. 

     Steel Gloves ~
     =----------=
          Atk: -            Def: +4
          Acc: -            Eva: -5

          Class: Warrior, Knight, Ninja
          Description: Gloves made of steel. 

     Thief's Gloves ~
     =------------=
          Atk: -            Def: +6
          Acc: +5           Eva: +14 

          Class: Thief, Ninja
          Description: Gloves that enhance ability. 

*=============================================================================*
    +---------------------------------------------------------------------+
                                8. Magic Spells                   [8000]
    +---------------------------------------------------------------------+
*=============================================================================*

Magical spells in Final Fantasy can be split into two specific categories:
Black Magic and White Magic. Black Magic consists of offensive spells that 
deal damage or status ailments. White Magic is just the opposite; it usually
heals HP or revives fallen allies to aid your team. Magic spells in Final 
Fantasy can be bought at Magic Shops. One unit can only learn three maximum
spells of each level. 

Only Black Mages, Red Mages, and Ninjas can use Black Magic. Only White Mages,
Red Mages, and Knights may use White Magic. 

The first sentence in each Description entry is the entry provided in the
manual. 

~-----------------------------------------------------------------------------~
         ~ 8.1. Black Magic ~                                     [8100]
~-----------------------------------------------------------------------------~

     Fire ~
     =--=
          MP Cost: 5
          Magic Level: 1   
          Area Of Effect: One foe
          Shop Location: Cornelia Black Magic Shop 
          Description: Deals fire damage to one foe. This fire elemental spell
                       will probably be one of the first spells you teach your
                       units. Found in the Cornelia area, you can buy it 
                       cheaply for 50 Gil. While Fire is an effective spell in
                       the beginning of the game, you might find the need to 
                       buy more powerful spells as the game progresses.

     Sleep ~
     =---=
          MP Cost: 3
          Magic Level: 1
          Area Of Effect: All foes
          Shop Location: Cornelia Black Magic Shop
          Description: Puts all foes to sleep. Once an enemy is asleep, it will
                       be unable to attack or do anything until woken up. To
                       wake up, that unit will need to be damaged by a physical
                       or magical strike. Take advantage of sleeping foes as 
                       an attack against one has a 100% chance of hitting. 
                       Using Sleep on enemies can easily keep units at bay 
                       while you pound away.
     
     Focus ~
     =---=
          MP Cost: 3
          Magic Level: 1
          Area Of Effect: One foe
          Shop Location: Cornelia Black Magic Shop
          Description: Lowers one foe's evasion. Enemies with high evade 
                       stats can pose problems to those less accurate physical
                       units of yours. Lower evade and greatly increase an
                       ally's chance of hitting by cutting away an enemy's 
                       evade. 

     Thunder ~
     =-----=
          MP Cost: 5
          Magic Level: 1
          Area Of Effect: One foe
          Shop Location: Cornelia Black Magic Shop
          Description: Deals lightning damage to one foe. The lightning 
                       elemental version of the Fire and Blizzard spells 
                       appears as Thunder. On the battlefield, using this 
                       spell will jolt enemies with a quick burst of 
                       electricity. While great in the beginning of the game,
                       Thunder will become less useful once more powerful 
                       spells appear. 

     Blizzard ~
     =------=
          MP Cost: 8
          Magic Level: 2
          Area Of Effect: One foe
          Shop Location: Pravoka Black Magic Shop
          Description: Deals ice damage to one foe. The weakest ice elemental
                       spell is Blizzard, a Level 2 spell. When used, your
                       caster will send a shard of ice against a single 
                       opponent. Take advantage of elemental weaknesses and
                       use Blizzard to damage an opponent. Beware however,
                       Blizzard is only capable of striking one target at a 
                       time. 

     Dark ~
     =--=
          MP Cost: 5
          Magic Level: 2
          Area Of Effect: All foes
          Shop Location: Pravoka Black Magic Shop
          Description: Blinds all foes with darkness. When an enemy is blinded
                       with darkness, their Hit % goes down like mad. Whenever
                       Dark is used, all foes will be struck with darkness to
                       hold this effect. Especially during larger scale 
                       battles, your team can easily disable the enemy team 
                       a lot just by blinding them. The low MP cost makes it
                       even better. 

     Temper ~
     =----=
          MP Cost: 10
          Magic Level: 2
          Area Of Effect: One ally
          Shop Location: Pravoka Black Magic Shop
          Description: Raises one ally's attack. Boosting one of your physical
                       unit's does have its advantages. Especially when the
                       Warrior/Knight/Monk/Master already deals heavy damage
                       as it is, an extra boost in attack statistics for that
                       skirmish can easily turn the tide of battle in your
                       favor. 
 
     Slow ~
     =--=
          MP Cost: 5
          Magic Level: 2
          Area Of Effect: All foes
          Shop Location: Pravoka Black Magic Shop
          Description: Reduces all foes number of attacks. Is that monster
                       licking you like mad? Well, you can easily cut its 
                       damage in half (taking that it deals more than one hit
                       on you each turn) by simply Slowing it. The amount of
                       strikes against you will be cut down the middle. If a 
                       foe happens to have struck you six times the last turn,
                       the next turn, it will only hit you three. Slow is a 
                       great way to further disable an enemy team. 

     Fira ~
     =--=
          MP Cost: 15
          Magic Level: 3
          Area Of Effect: All foes
          Shop Location: Elfheim Black Magic Shop (Level 3)
          Description: Deals fire damage to all foes. On the second level of
                       the fire castings, Fira works by dealing medium damage
                       and can hit all enemy units. Although not a direct 
                       attack, Fira still deals a lot of damage against an
                       entire enemy team. Monsters and opponents weak to fire
                       will easily fall to the blaze. Keep in mind that the
                       MP cost is considerably higher than the Level 1 Fire. 

     Hold ~
     =--=
          MP Cost: 10
          Magic Level: 3
          Area Of Effect: One foe
          Shop Location: Elfheim Black Magic Shop (Level 3)
          Description: Paralyzes one foe. Whenever a unit happens to be
                       inflicted with paralysis, it will be incapable of 
                       moving whatsoever. Yep, that means no attacks, no 
                       running away, no doing anything at all. Therefore, it
                       will be completely disabled until the paralysis wears
                       off. Use the interim of time and defeat all surrounding
                       enemies. Hold works well by keeping another unit at bay
                       while you attack the rest of the team. Likewise, 
                       killing off a paralyzed enemy is very easy. 
 
     Thundara ~
     =------=
          MP Cost: 15
          Magic Level: 3
          Area Of Effect: All foes
          Shop Location: Elfheim Black Magic Shop (Level 3) 
          Description: Deals lightning damage to all foes. The electrically
                       charged version of Blizzara and Fira is Thundara. 
                       Judging by the ending suffix of "-ara," this particular
                       spell is median in terms of magic power compared to 
                       Thunder and Thundaga. With a quick casting, Thundara
                       can easily clear out a group of enemies. Against water-
                       based enemies, it's even more effective.

     Focara ~
     =----=
          MP Cost: 10
          Magic Level: 3
          Area Of Effect: All foes
          Shop Location: Elfheim Black Magic Shop (Level 3)
          Description: Lowers evasion of all foes. Focara is simply a more
                       powerful version of Focus, which lowers the evade stats
                       of only one character. At the cost of more MP, Focara
                       works by lowering the evade statistics of every enemy
                       unit on the field! Being much more practical, Focara
                       makes all your foe's way easier to hit. 

     Sleepra ~
     =-----=
          MP Cost: 15
          Magic Level: 4
          Area Of Effect: One foe
          Shop Location: Elfheim Black Magic Shop (Level 4)
          Description: Puts one foe to sleep. Here's something I don't 
                       understand. The original Level 1 Sleep spell can put
                       all your foes to sleep. Sleepra however, at the cost 
                       of more MP, puts only one enemy to sleep. Although 
                       there might be a difference in this spell's accuracy 
                       or longer effect, I still find Sleep to be more 
                       effective as it hits every foe rather than one. Then
                       again, it's your choice. 

     Haste ~
     =---=
          MP Cost: 15
          Magic Level: 4
          Area Of Effect: One ally
          Shop Location: Elfheim Black Magic Shop (Level 4)
          Description: Doubles one ally's number of attacks. Haste is one of 
                       the more useful Black Magic spells. Simply put, it
                       doubles the amount of hits one of your unit's carries
                       out. For example, if your Warrior deals 2 hits for 60
                       HP damage, next turn, he will deal 4 hits for a whole
                       120 HP damage! Especially in boss fights, casting Haste
                       on your physical units will be sure to give you a major
                       edge. 

     Confuse ~
     =-----=
          MP Cost: 15
          Magic Level: 4
          Area Of Effect: All foes
          Shop Location: Elfheim Black Magic Shop (Level 4)
          Description: Causes foes to turn on each other. When your foes turn
                       on each other, they have a better chance of hitting 
                       each rather than hitting you! This means added damage 
                       as well as taking less damage because your opponents 
                       are far too busy dishing it out with themselves. A 
                       battle can easily become way easier once you use 
                       Confuse. Surely, you can get in a few laughs while you
                       win out. 

     Blizzara ~
     =------=
          MP Cost: 18
          Magic Level: 4
          Area Of Effect: All foes
          Shop Location: Elfheim Black Magic Shop (Level 4)
          Description: Deals ice damage to all foes. A little step up from the
                       other two spells: Fira and Thundara, Blizzara is a 
                       target-all magic spell that deals ice damage. Although
                       the MP cost is a good 3 points above Fira and Thundara,
                       Blizzara almost deals exactly the same damage. Take 
                       advantage of elemental weaknesses, and send a full-
                       powered Blizzara strike against them. 

     Firaga ~
     =----=
          MP Cost: 30
          Magic Level: 5
          Area Of Effect: All foes
          Shop Location: Melmond Black Magic Shop
          Description: Deals fire damage to all foes. Being the most powerful
                       fire spell, the heavy MP cost should be expected. At
                       30 MP, you will need double the MP it took to cast 
                       Fira. However, Firaga is a very powerful spell that 
                       can dish out heavy damage. When used against those weak
                       to fire, the damage can go right off the chart. 

     Scourge ~
     =-----=
          MP Cost: 28
          Magic Level: 5
          Area Of Effect: All foes
          Shop Location: Melmond Black Magic Shop
          Description: Kills all foes instantly. If you can handle the 
                       horrible inaccuracy, Scourge can actually be pretty
                       useful. Basically, it targets all foes and takes them
                       down instantly. However, most of the time, it will 
                       miss. Even so, Scourge works well at taking down a few
                       units anyway. If you really get lucky, it's an instant
                       KO to everyone. 

     Teleport ~
     =------=
          MP Cost: --
          Magic Level: 5
          Area Of Effect: --
          Shop Location: Melmond Black Magic Shop
          Description: Transports party to previous floor. Teleport really 
                       isn't a battle effective spell. Instead, it makes your
                       life much easier by transporting your team to the 
                       previous floor. In those dungeons where it's very easy
                       to get lost, your Black Wizard can simply cast Teleport
                       and you're back. 

     Slowra ~
     =----=
          MP Cost: 18
          Magic Level: 5
          Area Of Effect: One foe
          Shop Location: Melmond Black Magic Shop
          Description: Reduces one foe's number of attacks. Usually when an 
                       enemy is pounding you with attacks, your Black Mage can
                       cast Slowra and the enemy's attack rate will go down
                       by half. If an enemy unit deals 4 hits for 200 damage,
                       next turn, that enemy will only deal 2 hits for 100
                       damage. 

     Thundaga ~
     =------=
          MP Cost: 35
          Magic Level: 6
          Area Of Effect: All foes
          Shop Location: Crescent Lake Black Magic Shop
          Description: Deals lightning damage to all foes. Water-based enemies
                       will eventually learn to fear Thundaga and its magical
                       power. Although bearing a heavy MP cost, Thundaga can
                       deal heavy lightning damage to all monsters on the 
                       field. Usually, your Black Mage should be able to clear
                       out an entire enemy team with one casting. However, be
                       sure to avoid throwing away too much MP. 
 
     Death ~
     =---=
          MP Cost: 30
          Magic Level: 6
          Area Of Effect: One foe
          Shop Location: Crescent Lake Black Magic Shop
          Description: Kills one foe instantly. Rather than just cutting away
                       at an enemy's HP to put them down, a Black Mage can
                       simply cast Death, and that unit will cease to exist.
                       Although a very easy way to take care of an enemy team,
                       I wouldn't recommend using Death too often as it will
                       quickly drain your MP bar. Also, certain foes cannot be
                       affected by Death. 
 
     Quake ~
     =---=
          MP Cost: 32
          Magic Level: 6
          Area Of Effect: All foes
          Shop Location: Crescent Lake Black Magic Shop
          Description: Calls an earthquake to swallow foes. At the cost of two
                       more MP, Quake works by KOing all enemy units rather 
                       than one. Though it is a bit more inaccurate, Quake can
                       help clear monsters leaving two or three left. Before
                       using it however, remember that flying monsters are not
                       affected by Quake. 

     Stun ~
     =--=
          MP Cost: 20
          Magic Level: 6
          Area Of Effect: One foe
          Shop Location: Crescent Lake Black Magic Shop
          Description: Paralyzes one foe. When an unit is paralyzed, it will
                       be incapable of performing any actions whatsoever. 
                       When against harder monsters, it would be smart to 
                       paralyze them so they would not be capable of 
                       performing any form of attack. Paralysis does run out
                       after a while. 

     Blizzaga ~
     =------=
          MP Cost: 40
          Magic Level: 7
          Area Of Effect: All foes
          Shop Location: Gaia Black Magic Shop (Level 7)
          Description: Deals ice damage to all foes. Blizzaga is the most 
                       powerful of all ice moves. When casted, your Black
                       Mage/Wizard will be capable of freezing your opponents
                       to, most of the time, death. However, due to the 
                       extremely high MP cost, one might find it best to 
                       just cast it when really needed. 

     Break ~
     =---=
          MP Cost: 30
          Magic Level: 7
          Area Of Effect: One foe
          Shop Location: Gaia Black Magic Shop (Level 7)
          Description: Petrifies one foe. Petrifying foes can usually make a 
                       battle easier. Especially against tougher opponents,
                       a petrified foe will be incapable of performing any
                       action making the petrified unit an easy target. While
                       it's a very effective spell, keep in mind that certain
                       units cannot be petrified. Along with that, using Break
                       on easy enemies would just be a waste of MP. MP cost
                       is pretty hefty. 

     Saber ~
     =---=
          MP Cost: 25
          Magic Level: 7
          Area Of Effect: Caster
          Shop Location: Onrac Black Magic Shop
          Description: Raises caster's attack and accuracy. Especially for
                       longer battles, Saber can help your Black Wizard dish
                       out more damage in case he ever needs to resort to 
                       physical fighting. Along with that, magical spells have
                       higher chances of hitting to maximize damage. 

     Blind ~
     =---=
          MP Cost: 25
          Magic Level: 7
          Area Of Effect: One foe
          Shop Location: Onrac Black Magic Shop
          Description: Blinds one foe with darkness. If a foe gets blinded
                       with darkness, its accuracy and agility goes down 
                       considerably. Usually, more difficult enemies can be
                       the best affected by Blind. If you can minimize an
                       enemy's accuracy, putting it out of commission will be
                       difficulty. 

     Flare ~
     =---=
          MP Cost: 50
          Magic Level: 8
          Area Of Effect: All foes
          Shop Location: Lufenia Black Magic Shop
          Description: Blasts all foes with light and heat. The greatest 
                       Black Magic spell of them all, Flare is the perfect
                       example of what a Black Wizard is capable of casting. 
                       A casting will send light damage against all your 
                       opponents for DEVASTATING damage. Even the toughest of
                       monsters will fall to Flare's destructive power. Use
                       it at your own risk. 

     Stop ~
     =--=
          MP Cost: 30
          Magic Level: 8
          Area Of Effect: All foes
          Shop Location: Gaia Black Magic Shop (Level 8)
          Description: Stops time and paralyzes all foes. While past spells 
                       such as Stun only paralyzed one enemy, Stop will stop
                       time paralyzing all your opponents right off the bat.
                       A Stop'd enemy team is an easy target. However, be 
                       aware that paralysis wears off over time. 

     Warp ~
     =--=
          MP Cost: 38
          Magic Level: 8
          Area Of Effect: All foes
          Shop Location: Gaia Black Magic Shop (Level 8)
          Description: Banishes foes to another dimension. Warping an enemy
                       out basically KOs them regardless of wherever they 
                       warp to. Warp will affect all foes which is a good
                       thing. However, a perfect hit is not guaranteed as 
                       accuracy is not one of Warp's strong points. If you 
                       want to clear out a group of enemies quickly, Warp 
                       plays a good role. 

     Kill ~
     =--=
          MP Cost: 40
          Magic Level: 8
          Area Of Effect: One foe
          Shop Location: Gaia Black Magic Shop (Level 8)
          Description: Kills one foe instantly. The final Black Magic spell
                       is Kill. With a quick casting, your Black Wizard can
                       KO an unit with Kill. However, there are still other
                       Black Magic spells that KO units. Whether or not you
                       choose to use Kill with its higher MP cost is up to 
                       you. 

~-----------------------------------------------------------------------------~
         ~ 3.1. White Magic ~                                     [8200]
~-----------------------------------------------------------------------------~

     Cure ~
     =--=
          MP Cost: 3
          Magic Level: 1
          Area Of Effect: One ally
          Shop Location: Cornelia White Magic Shop
          Description: Restores a little HP to one ally. The most practical
                       White Magic spell out of all them would probably be
                       Cure. Rather than wasting Potions, use Cure to heal an
                       ally. Being the least powerful HP healing spell, Cure
                       should eventually be replaced by the much more effective
                       Cura and Curaga that will appear later in the game. 

     Dia ~
     =-=
          MP Cost: 5
          Magic Level: 1
          Area Of Effect: All foes
          Shop Location: Cornelia White Magic Shop
          Description: Deals damage to all undead foes. Dia is a useful spell
                       especially in dungeons where undead creatures roam. 
                       This holy spell, although powerful, can only damage 
                       creatures such as Zombies or Ghouls. If you try to use
                       it on living enemies, nothing will happen. 

     Protect ~
     =-----=
          MP Cost: 3
          Magic Level: 1
          Area Of Effect: One ally
          Shop Location: Cornelia White Magic Shop
          Description: Raises one ally's defense. Especially in tougher 
                       battles, you can defend against physical attacks by
                       casting Protect on an ally. Units such as White Mages
                       or Black Mages usually don't excel in Defense stats. 
                       Attacks against them can be softened if a Protect
                       barrier is casted on them.

     Blink ~
     =---=
          MP Cost: 3 
          Magic Level: 1
          Area Of Effect: Caster
          Shop Location: Cornelia White Magic Shop
          Description: Raises caster's evasion. Rather than just keeping up 
                       the defense, you can avoid strikes (and therefore any
                       damage) completely by just upping your own evade stats.
                       Blink will definitely help your White Mage out by 
                       making him much harder to hit. Blink is sure to get 
                       some foes fuming. The only disadvantage is the fact 
                       that it can only affect the caster. 

     Blindna ~
     =-----=
          MP Cost: 3
          Magic Level: 2
          Area Of Effect: One ally 
          Shop Location: Pravoka White Magic Shop
          Description: Cures darkness. Blindna's job as a spell is pretty
                       straightforward. Darkness can become a nuisance as it
                       makes it so that an infected unit loses a crazy amount
                       of Accuracy. Especially when an already low-accuracy
                       unit is affected, it becomes much more problematic.
                       Heal this status ailment with Blindna. The low MP cost
                       makes it fairly portable. 

     Silence ~
     =-----=
          MP Cost: 5
          Magic Level: 2
          Area Of Effect: All foes
          Shop Location: Pravoka White Magic Shop
          Description: Prevents all foes from casting spells. While your team 
                       might use magic, throughout the game, enemies will send 
                       magic spells at you just as well. An easy way to 
                       prevent magic attacks against your team would be to 
                       simply silence them. When an enemy is silenced, that 
                       unit will be incapable of speaking and therefore won't 
                       be able to use any form of magic spells whatsoever. 

     NulShock ~
     =------=
          MP Cost: 8
          Magic Level: 2
          Area Of Effect: All allies
          Shop Location: Pravoka White Magic Shop
          Description: Reduces lightning damage by half. There are a few ways
                       to prevent or counter magic spells. NulShock can help
                       defend against any lightning elemental castings against
                       your team. By building up a barrier, NulShock can 
                       resist lightning damage reducing damage by a good 
                       50%. 

     Invis ~
     =---=
          MP Cost: 5
          Magic Level: 2
          Area Of Effect: One ally
          Shop Location: Pravoka White Magic Shop
          Description: Raises one ally's evasion. Unlike the Level 1 spell
                       Blink, Invis is capable of raising the evade stats of
                       any unit on your team; that means not just your White
                       Mage/Red Mage/Knight caster. Raise evade stats to make
                       enemy strikes against them more easily avoidable. More
                       evasive allies will be much harder to hit. 

     Cura ~
     =--=
          MP Cost: 10
          Magic Level: 3
          Area Of Effect: One ally
          Shop Location: Elfheim White Magic Shop (Level 3)
          Description: Restores HP to one ally. At the cost of 7 more MP, 
                       your White Mage can boost the amount of HP healed 
                       when compared to Cure. In fact, the extra amount can
                       usually double or triple at times. Obviously, Cura
                       should only be used for critical healing and not just
                       a few points. The MP cost will run you dry if used 
                       every single time. 

     Diara ~
     =---=
          MP Cost: 12
          Magic Level: 3
          Area Of Effect: Al foes
          Shop Location: Elfheim White Magic Shop (Level 3)
          Description: Deals damage to all undead foes. A boosted version of
                       Dia, Diara works by casting a holy spell to banish the
                       undead. However, Diara will ONLY work on undead 
                       creatures. Monsters like Zombies or Ghouls will be 
                       heavily affected but the average "living" monster won't
                       be touched at all. 

     NulBlaze ~
     =------=
          MP Cost: 8
          Magic Level: 3
          Area Of Effect: All allies
          Shop Location: Elfheim White Magic Shop (Level 3)
          Description: Reduces fire damage by half. NulBlaze works by building
                       up a fire-resistant barrier to counter against those
                       pesky fire spells. By reducing damage by a whole 50%,
                       NulBlaze can be sure to keep your team protected. 
                       Do note that NulBlaze only builds up a barrier to 
                       protect against fire. For the others, you will need to
                       cast NulShock or NulFrost. 

     Heal ~
     =--=
          MP Cost: 10
          Magic Level: 3
          Area Of Effect: All allies
          Shop Location: Elfheim White Magic Shop (Level 3)
          Description: Restores a little HP to entire party. Heal has about 
                       the same HP healing power as Cure. The only difference
                       is the fact that Heal actually heals your entire party
                       while Cure can only be casted on one member at a time.
                       The MP cost is the same as Cura, but the healing power
                       can help your entire party. If none of your units are 
                       in dire need of HP, Heal can be more useful by 
                       refreshing a little HP for each of your members. 

     Poisona ~
     =-----=
          MP Cost: 3
          Magic Level: 4
          Area Of Effect: One ally
          Shop Location: Elfheim White Magic Shop (Level 4)
          Description: Cures poison. Poisona has a very practical use. Poison
                       can be particularly annoying whenever you happen to be
                       infected. During battle, a poisoned unit will lose HP
                       rapidly. Unlike other status ailments however, poison
                       lasts while on the world map. For every step you take,
                       a team member will lose one HP. Instead of repeatedly
                       using Antidotes, your White Mage can simply cast 
                       Poisona and rid it. The low MP cost should encourages 
                       use whenever you need to. 

     Fear ~
     =--=
          MP Cost: 10
          Magic Level: 4
          Area Of Effect: All foes
          Shop Location: Elfheim White Magic Shop (Level 4)
          Description: Drives all foes away in terror. The more timid an enemy
                       is, the much easier it is to scare them. When using
                       Fear though, know that actually getting enemies to run
                       away is not always guaranteed. Some enemies, including
                       undead creatures, simply will not run away. It's just
                       my opinion, but I always find it easier to just defeat
                       enemies rather than trying to get them to run away. 

     NulFrost ~
     =------=
          MP Cost: 8
          Magic Level: 4
          Area Of Effect: All allies
          Shop Location: Elfheim White Magic Shop (Level 4)
          Description: Reduces ice damage by half. NulFrost, when casted, will
                       build up a barrier that helps your team resist all ice
                       attacks against you. It actually works pretty well 
                       considering the fact that it actually reduces damage 
                       by a _whole_ 50%. Even so, know that a NulFrost barrier
                       won't protect against fire and other spells like that.
                       There are other barriers for that. 

     Vox ~
     =-=
          MP Cost: 3
          Magic Level: 4
          Area Of Effect: One ally
          Shop Location: Elfheim White Magic Shop (Level 4)
          Description: Cures silence. Silence is a particularly annoying 
                       status ailment against mages or other magic casters.
                       Basically, a silenced unit will be incapable of casting
                       spells. Without being able to utter a single chant,
                       magic is an impossibility. Luckily, Vox can help clear
                       up silence and allow an unit to speak once more.

     Curaga ~
     =----=
          MP Cost: 20
          Magic Level: 5
          Area Of Effect: One ally
          Shop Location: Melmond White Magic Shop
          Description: Restores a lot of HP to one ally. The second to most
                       powerful healing spell, Curaga heals a LOT of HP at
                       the cost of a LOT of MP of course. You really should 
                       only cast Curaga when your units are in dire need of
                       HP. Repeated use of Curaga will definitely drain your
                       MP meter. For smaller healings, use lesser healing
                       spells. 

     Life ~
     =--=
          MP Cost: 20 
          Magic Level: 5
          Area Of Effect: One ally
          Shop Location: Melmond White Magic Shop
          Description: Revives one KO'd ally. Rather than having to use a 
                       Phoenix Down or bringing your units to a Sanctuary,
                       as long as your White Mage has to MP for it, you can
                       simply use Life and your fallen unit will magically
                       revive. However, giving life back to someone will 
                       generate a hefty MP price. Even so, it beats leaving
                       someone dead. 

     Diaga ~
     =---=
          MP Cost: 25
          Magic Level: 5
          Area Of Effect: All foes
          Shop Location: Melmond White Magic Shop
          Description: Deals damage to all undead foes. Diaga raises the 
                       damage meter against those undead creatures. Diaga 
                       takes a step up from the original Dia or Diara but
                       like always, Diaga's area of effect only deals damage
                       to undead creatures. 

     Healara ~
     =-----=
          MP Cost: 25
          Magic Level: 5
          Area Of Effect: All allies
          Shop Location: Melmond White Magic Shop
          Description: Restores HP to entire party. Healara takes a higher
                       MP price, but heals more HP considerably. The amount
                       of HP normally healed is somewhere in between Cure and
                       Cura. The only difference of course is Healara heals 
                       your entire group. For single healing, use the Cure/
                       Cura/Curaga as they are far more effective with a lower
                       MP cost. 

     Stona ~
     =---=
          MP Cost: 10
          Magic Level: 6
          Area Of Effect: One ally
          Shop Location: Crescent Lake White Magic Shop
          Description: Cures stone. When one of your units gets stoned (not 
                       the drug-addict way), that unit will will be incapable
                       of doing anything. A Gold Needle can cure stone status,
                       but they can also be expensive occasionally. Even so,
                       if you're paranoid thinking that one of your units 
                       might get stoned (!!!) while in the middle of a 
                       dungeon, take necessary precautions with Stona. 
 
     Exit ~
     =--=
          MP Cost: -- 
          Magic Level: 6
          Area Of Effect: --
          Shop Location: Crescent Lake White Magic Shop
          Description: Transports party out of dungeons. More of an utility 
                       spell than an actual casting, Exit's main purpose is
                       pretty simple. Use Exit to transport your team out of
                       of any dungeon, no questions asked. This can be an
                       invaluable tool as you progress through tougher and
                       complex dungeons. 

     Protera ~
     =-----=
          MP Cost: 20
          Magic Level: 6
          Area Of Effect: All allies
          Description: Raises party's defense. By casting Protera on all of 
                       your units, physical attacks against you will be 
                       cushioned. Units with lower defense stats will find 
                       Protera to be very useful in staying alive from some
                       physical attacks. Keep in mind that Protera does not
                       protect from magic spells. 

     Invisira ~
     =------=
          MP Cost: 25
          Magic Level: 6
          Area Of Effect: All allies
          Description: Raises party's evasion. So you're White Mage is idle 
                       after using Healara, casting Protera, and using Life to
                       revive a dead unit. Decrease an opponent's chance of
                       hitting all of your units by simply raising evasion 
                       through Invisira. The high-end MP cost might be a 
                       scare, but Invisira helps evasion drastically. 

     Curaja ~
     =----=
          MP Cost: 35
          Magic Level: 7
          Area Of Effect: One ally
          Shop Location: Gaia White Magic Shop (Level 7)
          Description: Fully restores one ally's HP. At the cost of a lot of
                       MP, an unit can be healed up to full health through a 
                       single casting of Curaja. This spell is very convenient
                       especially in dungeons. Use Curaja only when it's 
                       absolutely required to help conserve MP. 

     Diaja ~
     =---=
          MP Cost: 35
          Magic Level: 7
          Area Of Effect: All foes
          Shop Location: Gaia White Magic Shop (Level 7) 
          Description: Deals damage to all undead foes. Undead enemies will
                       shrivel up, usually dying within a single casting of 
                       Diaja. Heavy holy damage makes Diaja the most powerful
                       out of all the Dia spells. When casting Diaja, make 
                       sure that there are at least some undead monsters on
                       the playing field. Live monsters or enemies will not 
                       be affected at all by Diaja. 

     NulDeath ~
     =------=
          MP Cost: 28
          Magic Level: 7
          Area Of Effect: All allies
          Shop Location: Onrac White Magic Shop
          Description: Raises party's defense against death. NulDeath has one
                       special purpose. By putting up an anti-death barrier,
                       your party is pretty much oblivious to automatic death
                       attacks. Those enemies that would normally put you down
                       for the count with automatic KO attacks will fail to 
                       break NulDeath's barrier. 

     Healaga ~
     =-----=
          MP Cost: 38
          Magic Level: 7
          Area Of Effect: All allies
          Shop Location: Onrac White Magic Shop
          Description: Restores a lot of HP to entire party. The best party 
                       healing spell out there, Healaga gives back your entire
                       party a lot of HP. Usually, it's very convenient 
                       especially when your entire party is in need of 
                       healing. Healaga makes healing easier, but its MP cost
                       surpasses even that of Curaja. Use Healaga when the
                       situation arises. 

     Full-Life ~
     =-------=
          MP Cost: 40
          Magic Level: 8
          Area Of Effect: One ally
          Shop Location: Lufenia Black Magic Shop
          Description: Revives one ally and fully restores HP. Having to use
                       Phoenix Downs will never be required again with Full-
                       Life. As long as your White Wizard has a good stock of
                       MP, Full-Life should satisfy your team when reviving is
                       required. Unlike Phoenix Downs or the weaker Life 
                       spell, Full-Life revives and brings back to full HP 
                       providing a 2-in-1 deal. 

     Holy ~
     =--=
          MP Cost: 50
          Magic Level: 8
          Area Of Effect: All foes
          Shop Location: Gaia White Magic Shop (Level 8)
          Description: Damages all foes with holy light. Apart from the 
                       undead-killing Dia spells, Holy is the only White
                       Magic spell that actually inflicts damage on an enemy
                       team. Damage dealt is holy based, so undead creatures
                       will still be very damaged. Holy is convenient as it 
                       can damage live creatures too. 

     NulAll ~
     =----=
          MP Cost: 40
          Magic Level: 8
          Area Of Effect: All allies
          Shop Location: Gaia White Magic Shop (Level 8)
          Description: Reduces damage from spells by half. The enchilada of
                       all the barrier spells, NulAll will hold a barrier 
                       protecting ALL of your units from every single possible
                       magic spell. Magic using enemies will be rendered 
                       almost useless. It's a really good idea to cast NulAll
                       on your units before most boss fights. 

     Dispel ~
     =----=
          MP Cost: 35
          Magic Level: 8
          Area Of Effect: One foe
          Shop Location: Gaia White Magic Shop (Level 8)
          Description: Negates one foe's magical defenses. For those foes that
                       enjoy casting barriers or Protect on themselves, Dispel
                       works well by disregarding those status enhancements 
                       immediately. Dispel is a good offensive spell without
                       actually being an offensive spell... if you know what
                       I mean. 


*=============================================================================*
    +---------------------------------------------------------------------+
                                9. Shop Listing                   [9000]
    +---------------------------------------------------------------------+
*=============================================================================*

Below are all the shops found throughout the Final Fantasy world. For 
equipment-specific information, refer to the Equipment Listing section. For
magic-specific information, refer to the Magic Spells section. The following 
shops are listed in the order they appear while progressing through the game. 

~-----------------------------------------------------------------------------~
         ~ 9.1. Weapon Shops ~                                    [9100]
~-----------------------------------------------------------------------------~

            Cornelia Weapon Shop ~
            ====================
                 * Nanchaku -- Wooden Nunchaku. 
                      Cost: 8 Gil
                      Class: Monk, Master, Ninja

                 * Knife -- A small knife. 
                      Cost: 4 Gil
                      Class: Warrior, Thief, Red Mage, Black Mage, Knight, 
                             Ninja, Red Wizard, Black Wizard

                 * Staff -- A wooden staff.
                      Cost: 4 Gil
                      Class: Warrior, Monk, Red Mage, White Mage, Black Mage,
                             Knight, Master, Red Wizard, White Wizard, Black
                             Wizard.

                 * Rapier -- A sword with a slender blade.
                      Cost: 8 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                             Wizard

                 * Hammer -- A hammer made for battle.
                    st: 8 Gil
                      Class: Warrior, White Mage, Knight, White Wizard, Ninja

            Pravoka Weapon Shop ~
            ===================
                 * Hammer -- A hammer made for battle.
                      Cost: 8 Gil
                      Class: Warrior, White Mage, Knight, White Wizard, Ninja

                 * Broadsword -- Sword with a wide, double-edged blade.
                      Cost: 450 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                 * Battle Axe -- An axe made for battle. 
                      Cost: 450 Gil
                      Class: Warrior, Knight, Ninja
   
                 * Scimitar -- A sword with a curved blade.
                      Cost: 160 Gil 
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red 
                             Wizard

            Elfheim Weapon Shop ~
            ===================
                 * Iron Nunchaku -- Nunchaku made of iron.
                      Cost: 160 Gil
                      Class: Monk, Master

                 * Dagger -- A large knife.
                      Cost: 140 Gil
                      Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                             Ninja, Red Wizard, Black Wizard

                 * Crosier -- A staff topped with an iron ring. 
                      Cost: 160 Gil
                      Class: Warrior, Monk, Knight, Master, Ninja
   
                 * Saber -- A long sword made for piercing. 
                      Cost: 360 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red 
                             Wizard

            Melmond Weapon Shop ~
            ===================
                 * Crosier -- A staff topped with an iron ring.
                      Cost: 160 Gil
                      Class: Warrior, Monk, Knight, Master, Ninja
 
                 * Saber -- A long sword made for piercing.
                      Cost: 360 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red 
                             Wizard

                 * Longsword -- A large, double-edged sword.
                      Cost: 1200 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                 * Falchion -- A sword that widens toward its tip.
                      Cost: 360 Gil
                      Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                             Wizard

            Gaia Weapon Shop ~
            ================
                 * Cat Claws -- A weapon with razor-sharp blades.
                      Cost: 52000 Gil
                      Class: Knight, Ninja, Red Wizard, Black Wizard

~-----------------------------------------------------------------------------~
         ~ 9.2. Armor Shops ~                                     [9200]
~-----------------------------------------------------------------------------~

            Cornelia Armor Shop ~
            ===================
                 * Clothes -- Ordinary clothing.
                      Cost: 4 Gil
                      Class: [All]
  
                 * Leather Armor -- Armor made of hardened leather.
                      Cost: 40 Gil
                      Class: Warrior, Monk, Thief, Red Mage, Knight, Master, 
                             Ninja, Red Wizard
 
                 * Chain Mail -- Mail of interwoven chain links.
                      Cost: 65 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

            Pravoka Armor Shop ~
            ==================
                 * Leather Armor -- Armor made of hardened leather.
                      Cost: 40 Gil
                      Class: Warrior, Monk, Thief, Red Mage, Knight, Master,
                             Ninja, Red Wizard
 
                 * Chain Mail -- Mail of interwoven chain links.
                      Cost: 65 Gil
                      Class: Warrior, Red Mage, Knight, Red Wizard, Ninja
 
                 * Iron Armor -- Armor made of thinly hammered iron.
                      Cost: 640 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Leather Shield -- A shield made of hardened leather.
                      Cost: 12 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Leather Gloves -- Gloves made of leather.
                      Cost: 50 Gil
                      Class: [All]

            Elfheim Armor Shop ~
            ==================
                 * Iron Armor -- Armor made of thinly hammered iron.
                      Cost: 640 Gil
                      Class: Warrior, Knight, Ninja
     
                 * Copper Armlet -- An armlet crafted from copper.
                      Cost: 800 Gil
                      Class: [All]
 
                 * Iron Shield -- A shield wrought from iron.
                      Cost: 80 Gil
                      Class: Warrior, Knight, Ninja

                 * Leather Cap -- A cap made of leather.
                      Cost: 65 Gil
                      Class: [All]
 
                 * Helm -- A small helm.
                      Cost: 80 Gil
                      Class: Warrior, Knight, Ninja

            Melmond Armor Shop ~
            ==================
                 * Knight's Armor -- Armor crafted from steel plate.
                      Cost: 36000 Gil
                      Class: Warrior, Knight

                 * Silver Armlet -- An armlet of worked silver.
                      Cost: 4000 Gil
                      Class: [All]

                 * Great Helm -- A helm that covers the entire head.
                      Cost: 360 Gil
                      Class: Warrior, Knight, Ninja

                 * Bronze Gloves -- Gloves made of bronze.
                      Cost: 160 Gil
                      Class: Warrior, Knight, Ninja
 
                 * Steel Gloves -- Gloves made of steel.
                      Cost: 600 Gil
                      Class: Warrior, Knight, Ninja

            Gaia Armor Shop ~
            ===============
                 * Ruby Armlet -- An armlet ornamented with rubies.
                      Cost: 40000 Gil
                      Class: [All]
 
                 * Protect Ring -- Ring that guards against instant death.
                      Cost: 16000 Gil
                      Class: [All]

~-----------------------------------------------------------------------------~
         ~ 9.3. Black Magic Shops ~                               [9300]
~-----------------------------------------------------------------------------~

            Cornelia Black Magic Shop ~
            =========================
                 * Fire -- Deals fire damage to one foe.
                      Level: 1 
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

                 * Sleep -- Puts all foes to sleep.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

                 * Focus -- Lowers one foe's evasion.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

                 * Thunder -- Deals lightning damage to one foe.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard, 
                             Ninja

            Pravoka Black Magic Shop ~
            ========================
                 * Blizzard -- Deals ice damage to one foe. 
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
   
                 * Dark -- Blinds all foes with darkness.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Temper -- Raises one ally's attack. 
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Slow -- Reduces all foes' number of attacks.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

            Elfheim Black Magic Shop (Level 3) ~ 
            ==================================
                 * Fira -- Deals fire damage to all foes.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
 
                 * Hold -- Paralyzes one foe.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Thundara -- Deals lightning damage to all foes.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
 
                 * Focara -- Lowers evasion of all foes. 
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

            Elfheim Black Magic Shop (Level 4) ~
            ==================================
                 * Sleepra -- Puts one foe to sleep.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Haste -- Doubles one ally's number of attacks.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

                 * Confuse -- Causes foes to turn on each other.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja
 
                 * Blizzara -- Deals ide damage to all foes.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                             Ninja

            Melmond Black Magic Shop ~
            ========================
                 * Firaga -- Deals fire damage to all foes.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard

                 * Scourge -- Instantly kills all foes.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Black Mage, Black Wizard, Red Wizard

                 * Teleport -- Transports party to previous floor.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Wizard, Black Wizard
  
                 * Slowra -- Reduces one foe's number of attacks.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Mage, Black Mage, Red Wizard, Black Wizard

            Gaia Black Magic Shop (Level 7) ~
            ===============================
                 * Blizzaga -- Deals ice damage to all foes.            
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Mage, Black Wizard, Red Wizard

                 * Break -- Petrifies one foe.
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Wizard

            Gaia Black Magic Shop (Level 8) ~
            ===============================
                 * Stop -- Stops time and paralyzes all foes.
                      Level: 8
                      Cost: 40000 Gil
                      Class: Black Wizard

                 * Warp -- Banishes foes to another dimension.
                      Level: 8
                      Cost: 40000 Gil
                      Class: Black Wizard

                 * Kill -- Instantly kills one foe.
                      Level: 8 
                      Cost: 40000 Gil
                      Class: Black Wizard

            Onrac Black Magic Shop ~
            ======================
                 * Saber -- Raises caster's attack and accuracy.
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Wizard

                 * Blind -- Blinds one foe with darkness.
                      Level: 7
                      Cost: 30000 Gil
                      Class: Black Mage, Black Wizard

            Lufenia Black Magic Shop ~
            ========================
                 * Flare -- Blasts all foes with light and heat.
                      Level: 8
                      Cost: 40000 Gil
                      Class: Black Wizard

~-----------------------------------------------------------------------------~
         ~ 9.3. White Magic Shops ~                               [9300]
~-----------------------------------------------------------------------------~

            Cornelia White Magic Shop ~
            =========================
                 * Cure -- Restores a little HP to one ally. 
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight
 
                 * Dia -- Deals damage to all undead foes.
                      Level: 1
                      Cost: 50 Gil
                      Class: White Mage, White Wizard

                 * Protect -- Raises one ally's defense.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Blink -- Raises caster's evasion.
                      Level: 1
                      Cost: 50 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

            Pravoka White Magic Shop ~
            ========================
                 * Blindna -- Cures darkness.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight
 
                 * Silence -- Prevents all foes from casting spells.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * NulShock -- Reduces lightning damage by half.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Invis -- Raises one ally's evasion.
                      Level: 2
                      Cost: 250 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

            Elfheim White Magic Shop (Level 3) ~
            ==================================
                 * Cura -- Restores HP to one ally. 
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Diara -- Deals damage to all undead foes.
                      Level: 3
                      Cost: 1000 Gil
                      Class: White Mage, White Wizard

                 * Nulblaze -- Reduces fire damage by half.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

                 * Heal -- Restores a little HP to entire party.
                      Level: 3
                      Cost: 1000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard,
                             Knight

            Elfheim White Magic Shop (Level 4) ~
            ==================================
                 * Poisona -- Cures poison.
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard
 
                 * Fear -- Drives all foes away in terror.
                      Level: 4
                      Cost: 2500 Gil
                      Class: White Mage, White Wizard

                 * NulFrost -- Reduces ice damage by half. 
                      Level: 4
                      Cost: 2500 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard

                 * Vox -- Cures silence.
                      Level: 4
                      Cost: 2500 Gil
                      Class: White Mage, Red Wizard, White Wizard

            Melmond White Magic Shop ~
            ========================
                 * Curaga -- Restores a lot of HP to one ally.
                      Level: 5
                      Cost: 4000 Gil
                      Class: Red Mage, White Mage, Red Wizard, White Wizard

                 * Life -- Revives one KO'd ally.
                      Level: 5
                      Cost: 4000 Gil
                      Class: White Mage, White Wizard, Red Wizard

                 * Diaga -- Deals damage to all undead foes.
                      Level: 5
                      Cost: 4000 Gil
                      Class: White Mage, White Wizard

                 * Healara -- Restores HP to entire party.
                      Level: 5
                      Cost: 4000 Gil
                      Class: White Mage, White Wizard

            Gaia White Magic Shop (Level 7) ~
            =============================== 
                 * Curaja -- Fully restores one ally's HP.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Wizard
       
                 * Diaja -- Deals damage to all undead foes.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Wizard

            Gaia White Magic Shop (Level 8) ~
            ===============================
                 * Holy -- Damages all foes with holy light.
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

                 * NulAll -- Reduces damage from spells by half.
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

                 * Dispel -- Negates one foe's magical defenses.
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

            Onrac White Magic Shop ~
            ======================
                 * NulDeath -- Enhances party's defense against death.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Mage, White Wizard, Red Wizard
 
                 * Healaga -- Restores a lot of HP to entire party.
                      Level: 7
                      Cost: 30000 Gil
                      Class: White Mage, White Wizard

            Lufenia White Magic Shop ~
            ========================
                 * Full-Life -- Revives one ally and fully restores HP. 
                      Level: 8
                      Cost: 40000 Gil
                      Class: White Wizard

~-----------------------------------------------------------------------------~
         ~ 9.4. Item Shops ~                                      [9400]
~-----------------------------------------------------------------------------~

            Cornelia Item Shop ~
            ==================
                 * Potion -- Restores 50 HP.
                      Cost: 40 Gil

                 * Antidote -- Cures poison.
                      Cost: 50 Gil
                 
                 * Phoenix Down -- Revives one KO'd ally.
                      Cost: 500 Gil
 
                 * Sleeping Bag -- Partially restores party's HP.
                      Cost: 50 Gil

            Pravoka Item Shop ~
            =================
                 * Potion -- Restores 50 HP. 
                      Cost: 40 Gil
      
                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Antidote -- Cures poison.
                      Cost: 50 Gil
   
                 * Eye Drops -- Cures darkness.
                      Cost: 50 Gil
 
                 * Phoneix Down -- Revives one KO'd ally.
                      Cost: 500 Gil

            Elfheim Item Shop ~
            =================
                 * Potion -- Restores 50 HP.
                      Cost: 40 Gil

                 * Antidote -- Cures poison.
                      Cost: 50 Gil

                 * Gold Needle -- Cures stone.
                      Cost: 500 Gil

                 * Echo Grass -- Cures silence. 
                      Cost: 50 Gil

                 * Tent -- Partially restores party's HP and MP.
                      Cost: 160 Gil

            Gaia Item Shop ~
            ==============
                 * Hi-Potion -- Restores 150 HP.
                      Cost: 150 Gil

                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Phoenix Down -- Revives one KO'd ally.
                      Cost: 500 Gil
 
                 * Tent -- Partially restores party's HP and MP.
                      Cost: 160 Gil

                 * Cottage -- Fully restores party's HP and MP.
                      Cost: 2000 Gil

            Onrac Item Shop ~
            ===============
                 * Hi-Potion -- Restores 150 HP.
                      Cost: 150 Gil

                 * Ether -- Restores 50 MP.
                      Cost: 150 Gil

                 * Remedy -- Cures ailments except for stone and KO.
                      Cost: 1500 Gil

                 * Gold Needle -- Cures stone.
                      Cost: 500 Gil

                 * Cottage -- Fully restores party's HP and MP.
                      Cost: 2000 Gil

*=============================================================================*
    +---------------------------------------------------------------------+
                               10. Boss Listing                  [10000]
    +---------------------------------------------------------------------+
*=============================================================================*

Below are the main bosses of Final Fantasy. They are listed in the order which
you should engage them. For stat-specific information on each boss, refer to
the Bestiary and search for the boss name. 

[-----------------------------------------------------------------------------]

     Garland -- 212 HP ~
     =---------------=
          Difficulty: Medium
          Location: Chaos Shrine
          Recommended Level: 4+
          Description: This is the fight against Garland, the first boss 
                       battle of the game. Obviously, you might have a bit 
                       more trouble here then with some of the weaker enemies 
                       hanging around. If you are at a legitimate level, the 
                       battle will flow much quicker. Garland himself has
                       pretty high attack stats. For the most part, he spends 
                       all his turns just hitting your units. Use offensive 
                       magic and a bunch of physical strikes to take him down. 
                       Use Potions and White Mage Cures when you need them. As 
                       long as you're diligent, Garland will fall easily. 

     Astos -- 420 HP ~
     =-------------=
          Difficulty: Medium
          Location: Western Keep
          Recommended Level: 16+
          Description: The real King of the Dark Elves has his evil intentions
                       of taking over the world. While engaging, take 
                       necessary precautions as Astos really is no pushover. 
                       The King of the Dark Elves has a lot of abilities up 
                       his sleeves. First off, his physical attack can deal 
                       heavy damage with each strike. Keep your vulnerable 
                       units protected using a White Mage's Protect. Your 
                       White Mage should spend the entire battle keeping your 
                       units in tip-top shape. Astos, unlike Garland, is 
                       capable of sending magic spells at you as well. His 
                       most dangerous, Death, is basically the Level 6 Black 
                       Mage spell. With one casting, Death can automatically 
                       kill one of your units. However, it is easily evaded. 
                       You can prevent it from hitting by raising your unit's 
                       evade stats through using Invis (if you know it). Astos 
                       might be tough for a fat Dark Elf King, but with 
                       effort, he is easily overwhelmed and defeated.

     Vampire -- 280 HP ~
     =---------------=
          Difficulty: Easy
          Location: Cavern of Earth
          Recommended Level: 24+
          Description: If you taught your White Mage Diaga, now would be a  
                       great time to use it! For your magic casters, send your
                       most powerful elemental strike against this nameless 
                       vampire. With your physical attackers, just go all-out 
                       on him. Hopefully, this Vampire will be overwhelmed. It 
                       is easy to defeat him within the first turn before he 
                       even gets a chance to fight back!

     Lich -- 1200 HP ~
     =-------------=
          Difficulty: Hard
          Location: Cavern of Earth
          Recommended Level: 25+
          Description: Fat as he is, Lich is a vampire. Plain and simple, that 
                       means that he's an undead creature. Undead monsters 
                       have two main weaknesses. Dia and fire spells. Your 
                       Black/Red Mage should be able to cast a good ol' Fira 
                       against Lich which should damage him a lot. If your
                       White Mage has Dia/Diara/Diaga, by all means, blast him
                       with that too! Your physical units can't really do 
                       anything except for using regular attacks. As a 
                       vampire, Lich's physical attacks can do a lot of
                       damage. He also owns some Black Magic spells which can 
                       deal some damage against you. If possible, use your 
                       White Mage and bring up a NulFrost or NulBlaze barrier. 
                       At the same time, cast Protect on everyone of your 
                       units to soften the amount of impact from each of
                       his strikes. Don't be shy with healing and use Curaga 
                       whenever needed. Keep pounding Lich with Diaga and 
                       Firaga plus a few physical strikes and he will fall.

     Maralith -- 1440 HP ~
     =-----------------=
          Difficulty: Hard
          Location: Mount Gulg
          Recommended Level: 31+
          Description: Is it getting hot in here or is it just me? Maralith is 
                       a gigantic serpent-like creature with many blades. She 
                       has one main element. As a fire-caster, consider 
                       putting up NulBlaze with your White Mage. Her HP is 
                       high so you'll need to deal a lot of damage fast before
                       she takes you down. Casting Haste on your physical 
                       units will work well in doubling the damage dealt. 
                       Likewise, raising attack with Temper can easily turn 
                       the tide of battle in your favor. When Maralith casts 
                       her spells or attacks you head on, prepare to be 
                       hurt. Your White Mage will barely have a free turn as 
                       long as he keeps your group in tip-top shape. A large 
                       part of winning this battle is consistency. If your 
                       White Mage falls, you are at a major disadvantage. 
                       Pound Maralith continually while doing your best to
                       get around her attacks. Eventually, the hellspawned 
                       Maralith shall fall. 

     Kraken -- 1800 HP ~
     =---------------=
          Difficulty: Hard
          Location: Sunken Shrine
          Recommended Level: 45+
          Description: The gigantic water-beast known as Kraken is no 
                       pushover. There are many ways to tackle this battle. 
                       Using magic will help a lot against Kraken and his 
                       unbeatable HP. Use Protera to cast a barrier on your 
                       team. Kraken does not use too much magic so don't go 
                       crazy with magical barriers. Use Black Magic 
                       techniques, Temper and Haste to raise your physical 
                       unit's attack. A strike from Kraken deals heavy damage 
                       so have a White Mage heal your team often. As a water-
                       based fiend, Kraken is easily effected by thunder 
                       spells. Keep your units healed up and in tip-top 
                       shape. A fully Hasted/Tempered Knight will wreak havoc. 
                       Along with that, a full-powered Thundaga will also do 
                       heavy damage. Kill Kraken to activate the water 
                       crystal.

     Tiamat -- 2400 HP ~
     =---------------=
          Difficulty: Hard
          Location: Flying Fortress
          Recommended Level: 50+
          Description: The great Tiamat of wind is the final fiend of the 
                       four crystals. Out of all magic spells, there are a 
                       few that are a must. Be sure to cast NulAll to prevent
                       her magic spells from getting to you. Similarily, 
                       Protera should be casted to protect your team from 
                       devastating physical attacks. In terms of Black Magic, 
                       try to keep physical units pumped through using Haste 
                       and Temper to raise attack. A few pumped physical 
                       units will be sure to deal heavy damage. However, don't
                       get complacent and leave your team unprotected. 
                       Surviving Tiamat relies heavily on your ability to 
                       counter her terribly powerful strikes. Establish a 
                       good defense before going all-out. With effort, Tiamat 
                       is defeated. 

     Chaos -- 20000 HP ~
     =---------------=
          Difficulty: Very Hard
          Location: Chaos Shrine
          Recommended Level: 55+
          Description: Being the granddaddy of them all, Chaos is no pushover. 
                       He is the final fight. Quickly cast Protera and Hasten 
                       your physical units. Chaos is capable of sending high-
                       powered magic spells as well including the very 
                       dangerous Blaze, Tsunami, Earthquake, and Cyclone 
                       spells. Use NulAll to help protect your team from these 
                       monstrosities along with NulBlaze, NulShock, and 
                       NulFrost. Fully pump up all of your physical units with
                       Temper and Haste while your White Wizard protects the 
                       team through use of Healaga and Curaja whenever 
                       possible. Don't forget about Invisira and Protera to 
                       increase the protective and evasive barrier around your 
                       team. Chaos is resistant to nearly every single element 
                       and status ailment. Don't try magic spells as they will 
                       just bounce off. Instead, keep Chaos constantly pounded 
                       with physical strikes from your fully pumped physical 
                       units. 

*=============================================================================*
    +---------------------------------------------------------------------+
                                 11. Bestiary                    [11000]
    +---------------------------------------------------------------------+
*=============================================================================*

To find the bestiary in the game, go to the title screen, and instead of
choosing Final Fantasy I or II, select the Bestiary command. Choose your 
saved file and all of the monsters you have currently encountered at one 
point will appear here. They are all numbered for easy reference. The numbers
here correspond with the game's numbers. 

As a side note, having 0 in the Defense or Magic Defense stats doesn't mean
they can be killed with one strike (although it would be easy). 0 is the 
lowest possible statistic, but it doesn't guarantee an automatic kill with the
first strike. That depends on your unit's Attack or Intelligence stats. 

[-----------------------------------------------------------------------------]

           [001] Goblin ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ......................................... 8
                Attack ..................................... 4
                Accuracy ................................... 2
                Defense .................................... 4
                Agility .................................... 3
                Intelligence ............................... 1
                Evasion .................................... 6
                Magic Defense ............................. 16
                Gil ........................................ 6
                EXP ........................................ 6
                Treasure ................................ None

           [002] Goblin Guard ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 16
                Attack ..................................... 8
                Accuracy ................................... 4
                Defense .................................... 6
                Agility .................................... 5
                Intelligence ............................... 3
                Evasion .................................... 9
                Magic Defense ............................. 23
                Gil ....................................... 18
                EXP ....................................... 18
                Treasure .............................. Potion

           [003] Wolf ~
           =--------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 20
                Attack ..................................... 8
                Accuracy ................................... 5
                Defense .................................... 0
                Agility ................................... 18
                Intelligence ............................... 1
                Evasion ................................... 36
                Magic Defense ............................. 28
                Gil ........................................ 6
                EXP ....................................... 24
                Treasure ................................ None

           [004] Crazy Horse ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 64
                Attack .................................... 10
                Accuracy .................................. 16
                Defense .................................... 2
                Agility ................................... 11
                Intelligence ............................... 4
                Evasion ................................... 22
                Magic Defense ............................. 40
                Gil ....................................... 15
                EXP ....................................... 63
                Treasure .............................. Potion


           [005] Skeleton ~
           =------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death 
                HP ........................................ 10
                Attack .................................... 10
                Accuracy ................................... 2
                Defense .................................... 0
                Agility .................................... 6
                Intelligence ............................... 0
                Evasion ................................... 12
                Magic Defense ............................. 17
                Gil ........................................ 3
                EXP ........................................ 9
                Treasure .......................... Echo Grass

           [006] Black Widow ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 28
                Attack .................................... 10
                Accuracy ................................... 7
                Defense .................................... 0
                Agility ................................... 15
                Intelligence .............................. 10
                Evasion ................................... 30
                Magic Defense ............................. 28
                Gil ........................................ 8
                EXP ....................................... 30
                Treasure ................................ None

           [007] Gigas Worm ~
           =--------------=
                  [Weakness]  : Fire
                  [Resistance]: None
                HP ........................................ 56
                Attack .................................... 17
                Accuracy .................................. 14
                Defense .................................... 8
                Agility ................................... 12
                Intelligence ............................... 9
                Evasion ................................... 24
                Magic Defense ............................. 40
                Gil ....................................... 15
                EXP ....................................... 63
                Treasure ................................ None

           [008] Warg Wolf ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 72
                Attack .................................... 14
                Accuracy .................................. 18
                Defense .................................... 0
                Agility ................................... 27
                Intelligence ............................... 3
                Evasion ................................... 54
                Magic Defense ............................. 46
                Gil ....................................... 22 
                EXP ....................................... 93
                Treasure ............................ Antidote

           [009] Werewolf ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 68
                Attack .................................... 14
                Accuracy .................................. 17
                Defense .................................... 6
                Agility ................................... 21
                Intelligence ............................... 8
                Evasion ................................... 42
                Magic Defense ............................. 45
                Gil ....................................... 67
                EXP ...................................... 135
                Treasure ................................ None

           [010] Zombie ~
           =----------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind, 
                                Death
                HP ........................................ 20
                Attack .................................... 10
                Accuracy ................................... 5
                Defense .................................... 0
                Agility .................................... 3
                Intelligence ............................... 0
                Evasion .................................... 6
                Magic Defense ............................. 25
                Gil ....................................... 12
                EXP ....................................... 24
                Treasure ............................... Staff

           [011] Ghoul ~
           =---------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ........................................ 48
                Attack ..................................... 8
                Accuracy .................................. 12
                Defense .................................... 6
                Agility .................................... 6
                Intelligence ............................... 1
                Evasion ................................... 12
                Magic Defense ............................. 36
                Gil ....................................... 50
                EXP ....................................... 93
                Treasure ................................ None

           [012] Garland ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 212
                Attack .................................... 15
                Accuracy .................................. 27
                Defense .................................... 8
                Agility .................................... 6
                Intelligence .............................. 12
                Evasion ................................... 12
                Magic Defense ............................. 64
                Gil ...................................... 250
                EXP ...................................... 130
                Treasure ........................... Longsword

           [013] Cobra ~
           =---------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 56
                Attack ..................................... 6
                Accuracy .................................. 14
                Defense .................................... 6
                Agility ................................... 15
                Intelligence ............................... 6
                Evasion ................................... 30
                Magic Defense ............................. 46
                Gil ....................................... 50
                EXP ...................................... 123
                Treasure ................................ None

           [014] Ogre ~
           =--------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 100
                Attack .................................... 18
                Accuracy .................................. 25
                Defense ................................... 10
                Agility .................................... 9
                Intelligence ............................... 4
                Evasion ................................... 18
                Magic Defense ............................. 65
                Gil ...................................... 195
                EXP ...................................... 195
                Treasure ................................ None

           [015] Ogre Chief ~
           =--------------= 
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 132
                Attack .................................... 23
                Accuracy .................................. 33
                Defense ................................... 14
                Agility ................................... 15
                Intelligence ............................... 6
                Evasion ................................... 30
                Magic Defense ............................. 71
                Gil ...................................... 300
                EXP ...................................... 282
                Treasure ................................ None

           [016] Lizard ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 92
                Attack .................................... 18
                Accuracy .................................. 23
                Defense ................................... 12
                Agility ................................... 12
                Intelligence ............................... 3
                Evasion ................................... 24
                Magic Defense ............................. 55
                Gil ....................................... 50
                EXP ...................................... 153
                Treasure ................................ None

           [017] Pirate ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 24
                Attack .................................... 10
                Accuracy ................................... 2
                Defense .................................... 0
                Agility .................................... 6
                Intelligence ............................... 3
                Evasion ................................... 12
                Magic Defense ............................. 35
                Gil ....................................... 40
                EXP ....................................... 40
                Treasure ...................... Leather Shield

           [018] Sahagin ~
           =-----------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ........................................ 28
                Attack .................................... 10
                Accuracy ................................... 7
                Defense .................................... 4
                Agility ................................... 36
                Intelligence ............................... 4
                Evasion ................................... 72
                Magic Defense ............................. 28
                Gil ....................................... 30
                EXP ....................................... 30
                Treasure .............................. Potion

           [019] Sahagin Chief ~
           =-----------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ........................................ 64
                Attack .................................... 15
                Accuracy .................................. 16
                Defense .................................... 8
                Agility ................................... 39
                Intelligence ............................... 7
                Evasion ................................... 78
                Magic Defense ............................. 46
                Gil ...................................... 105
                EXP ...................................... 105
                Treasure ................................ None

           [020] Buccaneer ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ........................................ 50
                Attack .................................... 14
                Accuracy .................................. 13
                Defense .................................... 6
                Agility ................................... 12
                Intelligence ............................... 6
                Evasion ................................... 24
                Magic Defense ............................. 37
                Gil ...................................... 120
                EXP ....................................... 60
                Treasure ............................... Saber

           [021] Shark ~
           =---------= 
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 120
                Attack .................................... 22
                Accuracy .................................. 30
                Defense .................................... 0
                Agility ................................... 36
                Intelligence ............................... 8
                Evasion ................................... 72
                Magic Defense ............................. 70
                Gil ....................................... 66
                EXP ...................................... 267
                Treasure ................................ None

           [022] Bigeyes ~
           =-----------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ........................................ 10
                Attack ..................................... 4
                Accuracy ................................... 2
                Defense .................................... 0
                Agility ................................... 42
                Intelligence ............................... 6
                Evasion ................................... 84
                Magic Defense ............................. 14
                Gil ....................................... 10
                EXP ....................................... 42
                Treasure ................................ None

           [023] Tarantula ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 64
                Attack ..................................... 5
                Accuracy .................................. 16
                Defense ................................... 12
                Agility ................................... 12
                Intelligence ............................... 3
                Evasion ................................... 24
                Magic Defense ............................. 46
                Gil ....................................... 50
                EXP ...................................... 141
                Treasure ................................ None

           [024] Ghast ~
           =---------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence,
                                Confusion, Mind, Death
                HP ........................................ 56
                Attack ..................................... 8
                Accuracy .................................. 14
                Defense ................................... 10
                Agility ................................... 23
                Intelligence ............................... 2
                Evasion ................................... 46
                Magic Defense ............................. 40
                Gil ...................................... 117
                EXP ...................................... 117
                Treasure ................................ None

           [025] Scorpion ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 84
                Attack .................................... 22
                Accuracy .................................. 21
                Defense ................................... 10
                Agility ................................... 27
                Intelligence ............................... 6
                Evasion ................................... 54
                Magic Defense ............................. 55
                Gil ....................................... 70
                EXP ...................................... 225
                Treasure ....................... Spider's Silk

           [026] Shadow ~
           =----------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep,  
                                Silence, Confusion, Mind, 
                                Death
                HP ........................................ 50
                Attack .................................... 10
                Accuracy .................................. 13
                Defense .................................... 0
                Agility ................................... 18
                Intelligence .............................. 12
                Evasion ................................... 36
                Magic Defense ............................. 37
                Gil ....................................... 45
                EXP ....................................... 90
                Treasure ................................ None

           [027] Green Slime ~
           =---------------=
                  [Weakness]  : Fire, Ice
                  [Resistance]: Quake, Lightning, Stone, 
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ........................................ 24
                Attack ..................................... 1
                Accuracy ................................... 1
                Defense .................................. 255
                Agility .................................... 0
                Intelligence ............................... 3
                Evasion .................................... 0
                Magic Defense ............................. 36
                Gil ....................................... 20
                EXP ....................................... 84
                Treasure ........................... Hi-Potion

           [028] Crawler ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 84
                Attack ..................................... 1
                Accuracy .................................. 21
                Defense .................................... 8
                Agility ................................... 21
                Intelligence ............................... 5
                Evasion ................................... 42
                Magic Defense ............................. 51
                Gil ...................................... 200
                EXP ...................................... 186
                Treasure ................................ None

           [029] Gray Ooze ~
           =-------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire, Ice, Stone, 
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ........................................ 76
                Attack .................................... 30
                Accuracy .................................. 19
                Defense .................................... 7
                Agility .................................... 2
                Intelligence ............................... 0
                Evasion .................................... 4
                Magic Defense ............................. 55
                Gil ....................................... 70
                EXP ...................................... 255
                Treasure ................................ None

           [030] Gargoyle ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ........................................ 80
                Attack .................................... 12
                Accuracy .................................. 20
                Defense .................................... 8
                Agility ................................... 23
                Intelligence .............................. 11
                Evasion ................................... 45
                Magic Defense ............................. 53
                Gil ....................................... 80
                EXP ...................................... 132
                Treasure ................................ None

           [031] Bloodbones ~
           =--------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence,
                                Confusion, Mind, Death
                HP ....................................... 144
                Attack .................................... 26
                Accuracy .................................. 36
                Defense ................................... 12
                Agility ................................... 21
                Intelligence ............................... 6
                Evasion ................................... 42
                Magic Defense ............................. 76
                Gil ...................................... 378
                EXP ...................................... 378
                Treasure ................................ None

           [032] Piscodemon ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Fire, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind
                HP ........................................ 84
                Attack .................................... 30
                Accuracy .................................. 21
                Defense ................................... 16
                Agility ................................... 33
                Intelligence .............................. 18
                Evasion ................................... 66
                Magic Defense ............................. 98
                Gil ...................................... 300
                EXP ...................................... 276
                Treasure ................................ None

           [033] Astos ~
           =---------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 420
                Attack .................................... 30
                Accuracy .................................. 42
                Defense ................................... 18
                Agility ................................... 39
                Intelligence .............................. 24
                Evasion ................................... 78
                Magic Defense ............................ 170
                Gil ..................................... 2000
                EXP ..................................... 2250
                Treasure ....................... Mythril Sword

           [034] Mummy ~
           =---------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison, 
                                Darkness, Sleep, Silence,
                                Confusion, Mind, Death
                HP ........................................ 80
                Attack .................................... 30
                Accuracy .................................. 20
                Defense ................................... 20
                Agility ................................... 12
                Intelligence .............................. 16
                Evasion ................................... 24
                Magic Defense ............................. 60
                Gil ...................................... 300
                EXP ...................................... 300
                Treasure ................................ None

           [035] Wraith ~
           =----------= 
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ........................................ 86
                Attack .................................... 22
                Accuracy .................................. 22
                Defense .................................... 4
                Agility ................................... 45
                Intelligence .............................. 18
                Evasion ................................... 90
                Magic Defense ............................. 52
                Gil ...................................... 231
                EXP ...................................... 231
                Treasure ............................. Crosier

           [036] Anaconda ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 80
                Attack .................................... 22
                Accuracy .................................. 20
                Defense ................................... 10
                Agility ................................... 18
                Intelligence .............................. 11
                Evasion ................................... 36
                Magic Defense ............................. 56
                Gil ....................................... 50
                EXP ...................................... 165
                Treasure ................................ None

           [037] Hyenadon ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 120
                Attack .................................... 22
                Accuracy .................................. 30
                Defense .................................... 4
                Agility ................................... 24
                Intelligence ............................... 8
                Evasion ................................... 48
                Magic Defense ............................. 76
                Gil ....................................... 72
                EXP ...................................... 288
                Treasure .......................... Power Plus

           [038] Lesser Tiger ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 132
                Attack .................................... 22
                Accuracy .................................. 33
                Defense .................................... 8
                Agility ................................... 24
                Intelligence .............................. 13
                Evasion ................................... 48
                Magic Defense ............................. 85
                Gil ...................................... 108
                EXP ...................................... 438
                Treasure ............................ X-Potion

           [039] Minotaur ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 164
                Attack .................................... 22
                Accuracy .................................. 41
                Defense .................................... 4
                Agility ................................... 24
                Intelligence ............................... 8
                Evasion ................................... 48
                Magic Defense ............................. 95
                Gil ...................................... 489
                EXP ...................................... 489
                Treasure ............................... Knife

           [040] Hill Gigas ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 240
                Attack .................................... 38
                Accuracy .................................. 60
                Defense ................................... 12
                Agility ................................... 24
                Intelligence ............................... 5
                Evasion ................................... 48
                Magic Defense ............................ 120
                Gil ...................................... 879
                EXP ...................................... 879
                Treasure ................................ Tent

           [041] Earth Elemental ~
           =-------------------= 
                  [Weakness]  : Fire
                  [Resistance]: Quake, Lightning, Ice, Stone,
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion,
                                Mind, Death
                HP ....................................... 288
                Attack .................................... 66
                Accuracy .................................. 72
                Defense ................................... 20
                Agility .................................... 9
                Intelligence .............................. 18
                Evasion ................................... 18
                Magic Defense ............................ 130
                Gil ...................................... 768
                EXP ..................................... 1536
                Treasure .............................. Remedy

           [042] Troll ~
           =---------=
                  [Weakness]  : Fire
                  [Resistance]: None
                HP ....................................... 184
                Attack .................................... 24
                Accuracy .................................. 46
                Defense ................................... 12
                Agility ................................... 24
                Intelligence ............................... 6
                Evasion ................................... 48
                Magic Defense ............................ 100
                Gil ...................................... 621
                EXP ...................................... 621
                Treasure ................................ None

           [043] Wight ~
           =---------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ........................................ 52
                Attack .................................... 20
                Accuracy .................................. 13
                Defense ................................... 12
                Agility ................................... 21
                Intelligence ............................... 3
                Evasion ................................... 42
                Magic Defense ............................. 45
                Gil ...................................... 150
                EXP ...................................... 150
                Treasure ................................ None

           [044] Ochre Jelly ~
           =---------------=
                  [Weakness]  : Fire, Ice
                  [Resistance]: Quake, Lightning, Stone, 
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ........................................ 76
                Attack .................................... 32
                Accuracy .................................. 19
                Defense .................................... 6
                Agility .................................... 3
                Intelligence ............................... 3
                Evasion .................................... 6
                Magic Defense ............................. 55
                Gil ....................................... 70
                EXP ...................................... 252
                Treasure ................................ None

           [045] Cockatrice ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ........................................ 50
                Attack ..................................... 1
                Accuracy .................................. 10
                Defense .................................... 4
                Agility ................................... 36
                Intelligence ............................... 8
                Evasion ................................... 72
                Magic Defense ............................. 47
                Gil ...................................... 200
                EXP ...................................... 186
                Treasure ......................... Gold Needle

           [046] Vampire ~
           =-----------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 280
                Attack .................................... 76
                Accuracy .................................. 39
                Defense ................................... 26
                Agility ................................... 36
                Intelligence .............................. 36
                Evasion ................................... 72
                Magic Defense ............................. 75
                Gil ..................................... 2000
                EXP ..................................... 1200
                Treasure ................................ None

           [047] Ogre Mage ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 144
                Attack .................................... 23
                Accuracy .................................. 36
                Defense ................................... 10
                Agility ................................... 27
                Intelligence .............................. 12
                Evasion ................................... 54
                Magic Defense ............................. 80
                Gil ...................................... 723
                EXP ...................................... 723
                Treasure ........................... Eye Drops

           [048] Sphinx ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 228
                Attack .................................... 23
                Accuracy .................................. 57
                Defense ................................... 12
                Agility ................................... 60
                Intelligence .............................. 32
                Evasion .................................. 120
                Magic Defense ............................ 115
                Gil ..................................... 1160
                EXP ..................................... 1160
                Treasure ................................ None

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

           [050] Ankheg ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 222
                Attack .................................... 39
                Accuracy .................................. 56
                Defense ................................... 20
                Agility ................................... 24
                Intelligence .............................. 10
                Evasion ................................... 48
                Magic Defense ............................ 116
                Gil ...................................... 300
                EXP ..................................... 1194
                Treasure ................................ None

           [051] Piranha ~
           =-----------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ........................................ 92
                Attack .................................... 22
                Accuracy .................................. 23
                Defense .................................... 0
                Agility ................................... 36
                Intelligence .............................. 10
                Evasion ................................... 72
                Magic Defense ............................. 68
                Gil ....................................... 20
                EXP ...................................... 240
                Treasure ................................ None

           [052] Red Piranha ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 172
                Attack .................................... 37
                Accuracy .................................. 43
                Defense ................................... 20
                Agility ................................... 36
                Intelligence .............................. 13
                Evasion ................................... 72
                Magic Defense ............................. 83
                Gil ....................................... 46
                EXP ...................................... 546
                Treasure ................................ None

           [053] Crocodile ~
           =-------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 184
                Attack .................................... 42
                Accuracy .................................. 46
                Defense ................................... 16
                Agility ................................... 24
                Intelligence ............................... 9
                Evasion ................................... 48
                Magic Defense ............................ 103
                Gil ...................................... 900
                EXP ...................................... 816
                Treasure ............................. Cottage

           [054] White Croc ~
           =--------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 288
                Attack .................................... 56
                Accuracy .................................. 72
                Defense ................................... 20
                Agility ................................... 24
                Intelligence .............................. 16
                Evasion ................................... 48
                Magic Defense ............................ 143
                Gil ..................................... 2000
                EXP ..................................... 1890
                Treasure ........................... Hi-Potion

           [055] Ochu ~
           =--------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 208
                Attack .................................... 20
                Accuracy .................................. 52
                Defense ................................... 24
                Agility ................................... 12
                Intelligence .............................. 18
                Evasion ................................... 24
                Magic Defense ............................ 116
                Gil ...................................... 102
                EXP ..................................... 1224
                Treasure ................................ None

           [056] Neochu ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 344
                Attack .................................... 35
                Accuracy .................................. 86
                Defense ................................... 32
                Agility ................................... 12
                Intelligence .............................. 20
                Evasion ................................... 24
                Magic Defense ............................ 170
                Gil ...................................... 500
                EXP ..................................... 3189
                Treasure ................................ None

           [057] Hydra ~
           =---------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 212
                Attack .................................... 30
                Accuracy .................................. 53
                Defense ................................... 14
                Agility ................................... 18
                Intelligence .............................. 14
                Evasion ................................... 36
                Magic Defense ............................ 116
                Gil ...................................... 150
                EXP ...................................... 915
                Treasure ................................ None

           [058] Horned Devil ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Ice
                HP ........................................ 94
                Attack .................................... 10
                Accuracy .................................. 24
                Defense ................................... 32
                Agility ................................... 36
                Intelligence .............................. 17
                Evasion ................................... 72
                Magic Defense ............................ 127
                Gil ...................................... 387
                EXP ...................................... 387
                Treasure ................................ None

           [059] Pyrolisk ~
           =------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire
                HP ........................................ 44
                Attack .................................... 20
                Accuracy .................................. 11
                Defense .................................... 4
                Agility ................................... 36
                Intelligence .............................. 15
                Evasion ................................... 72
                Magic Defense ............................. 45
                Gil ...................................... 500
                EXP ...................................... 423
                Treasure ......................... Gold Needle

           [060] Fire Elemental ~
           =------------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 276
                Attack .................................... 50
                Accuracy .................................. 69
                Defense ................................... 20
                Agility ................................... 21
                Intelligence .............................. 20
                Evasion ................................... 42
                Magic Defense ............................ 130
                Gil ...................................... 800
                EXP ..................................... 1620
                Treasure ................................ None

           [061] Fire Hydra ~
           =--------------=
                  [Weakness]  : Ice
                  [Resistance]: Fire
                HP ....................................... 182
                Attack .................................... 20
                Accuracy .................................. 46
                Defense ................................... 14
                Agility ................................... 18
                Intelligence .............................. 16
                Evasion ................................... 36
                Magic Defense ............................ 103
                Gil ...................................... 400
                EXP ..................................... 1215
                Treasure ............,............... Red Fang

           [062] Lava Worm ~
           =-------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire
                HP ....................................... 280
                Attack .................................... 50
                Accuracy .................................. 70
                Defense ................................... 31
                Agility .................................... 2
                Intelligence .............................. 12
                Evasion .................................... 4
                Magic Defense ............................ 143
                Gil ...................................... 400
                EXP ..................................... 1671
                Treasure ................................ None

           [063] Hellhound ~
           =-------------=
                  [Weakness]  : Ice
                  [Resistance]: Fire
                HP ....................................... 192
                Attack .................................... 30
                Accuracy .................................. 48
                Defense .................................... 8
                Agility ................................... 24
                Intelligence .............................. 13
                Evasion ................................... 48
                Magic Defense ............................ 103
                Gil ...................................... 600
                EXP ..................................... 1182
                Treasure ................................ None

           [064] Fire Lizard ~
           =---------------=
                  [Weakness]  : Ice
                  [Resistance]: Fire
                HP ....................................... 296
                Attack .................................... 31
                Accuracy .................................. 74
                Defense ................................... 18
                Agility ................................... 18
                Intelligence ............................... 8
                Evasion ................................... 36
                Magic Defense ............................ 143
                Gil ..................................... 1200
                EXP ..................................... 2472
                Treasure ................................ None

           [065] Fire Gigas ~
           =--------------=
                  [Weakness]  : Ice
                  [Resistance]: Fire
                HP ....................................... 300
                Attack .................................... 73
                Accuracy .................................. 83
                Defense ................................... 20
                Agility ................................... 24
                Intelligence .............................. 12
                Evasion ................................... 48
                Magic Defense ............................ 135
                Gil ..................................... 1506
                EXP ..................................... 1506
                Treasure ................................ None

           [066] Red Dragon ~
           =--------------=
                  [Weakness]  : Ice, Stone, Poison
                  [Resistance]: Quake, Fire
                HP ....................................... 248
                Attack .................................... 75
                Accuracy .................................. 62
                Defense ................................... 30
                Agility ................................... 48
                Intelligence .............................. 20
                Evasion ................................... 96
                Magic Defense ............................ 200
                Gil ..................................... 4000
                EXP ..................................... 2904
                Treasure ................................ None

           [067] Maralith ~
           =------------=
                  [Weakness]  : Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind
                  [Resistance]: Fire, Lightning, Stone, 
                                Poison
                HP ...................................... 1440
                Attack .................................... 40
                Accuracy .................................. 63
                Defense ................................... 50
                Agility ................................... 24
                Intelligence .............................. 32
                Evasion ................................... 48
                Magic Defense ............................ 183
                Gil ..................................... 3000
                EXP ..................................... 2475
                Treasure ........................ Golden Apple

           [068] White Dragon ~
           =----------------=
                  [Weakness]  : Fire, Lightning
                  [Resistance]: Quake, Ice, Stone, Poison
                HP ....................................... 200
                Attack .................................... 53
                Accuracy .................................. 50
                Defense .................................... 8
                Agility ................................... 60
                Intelligence .............................. 25
                Evasion .................................. 120
                Magic Defense ............................ 196
                Gil ..................................... 2000
                EXP ..................................... 1701
                Treasure ................................ None

           [069] Winter Wolf ~
           =---------------=
                  [Weakness]  : Fire
                  [Resistance]: Ice
                HP ........................................ 92
                Attack .................................... 25
                Accuracy .................................. 23
                Defense .................................... 0
                Agility ................................... 27
                Intelligence .............................. 12
                Evasion ................................... 54
                Magic Defense ............................. 55
                Gil ...................................... 200
                EXP ...................................... 402
                Treasure .......................... Ice Shield

           [070] Mindflayer ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 112
                Attack ..................................... 1
                Accuracy .................................. 28
                Defense ................................... 12
                Agility ................................... 24
                Intelligence .............................. 26
                Evasion ................................... 48
                Magic Defense ............................ 187
                Gil ...................................... 999
                EXP ...................................... 822
                Treasure ........................ Phoenix Down

           [071] Ice Gigas ~
           =-------------=
                  [Weakness]  : Fire
                  [Resistance]: Ice
                HP ....................................... 336
                Attack .................................... 60
                Accuracy .................................. 78
                Defense ................................... 16
                Agility ................................... 24
                Intelligence .............................. 10
                Evasion ................................... 48
                Magic Defense ............................ 150
                Gil ..................................... 1752
                EXP ..................................... 1752
                Treasure ................................ None

           [072] Specter ~
           =-----------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 114
                Attack .................................... 40
                Accuracy .................................. 29
                Defense ................................... 12
                Agility ................................... 54
                Intelligence .............................. 25
                Evasion .................................. 108
                Magic Defense ............................. 67
                Gil ...................................... 432
                EXP ...................................... 432
                Treasure ................................ None

           [073] Remorazz ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: Fire, Ice
                HP ....................................... 320
                Attack .................................... 73
                Accuracy .................................. 80
                Defense ................................... 24
                Agility ................................... 24
                Intelligence .............................. 15
                Evasion ................................... 48
                Magic Defense ............................ 185
                Gil ..................................... 1000
                EXP ..................................... 2244
                Treasure ................................ None

           [074] Dark Wizard ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 105
                Attack .................................... 26
                Accuracy .................................. 27
                Defense ................................... 40
                Agility ................................... 39
                Intelligence .............................. 24
                Evasion ................................... 78
                Magic Defense ............................ 170
                Gil ..................................... 1095
                EXP ..................................... 1095
                Treasure ......................... Red Curtain

           [075] Evil Eye ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 162
                Attack .................................... 30
                Accuracy .................................. 42
                Defense ................................... 30
                Agility .................................... 6
                Intelligence .............................. 20
                Evasion ................................... 12
                Magic Defense ............................. 92
                Gil ..................................... 3225
                EXP ..................................... 3225
                Treasure ................................ None

           [076] Desert Baretta ~
           =------------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 352
                Attack .................................... 98
                Accuracy .................................. 88
                Defense ................................... 48
                Agility ................................... 24
                Intelligence .............................. 12
                Evasion ................................... 48
                Magic Defense ............................ 156
                Gil ........................................ 1
                EXP ..................................... 2610
                Treasure ................................ None

           [077] Sabertooth ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 200
                Attack .................................... 24
                Accuracy .................................. 50
                Defense .................................... 8
                Agility ................................... 21
                Intelligence .............................. 18
                Evasion ................................... 42
                Magic Defense ............................ 106
                Gil ...................................... 500
                EXP ...................................... 843
                Treasure ................................ None

           [078] Wyvern ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 212
                Attack .................................... 30
                Accuracy .................................. 53
                Defense ................................... 12
                Agility ................................... 48
                Intelligence .............................. 16
                Evasion ................................... 96
                Magic Defense ............................ 115
                Gil ....................................... 50
                EXP ..................................... 1173
                Treasure ................................ None

           [079] Wyrm ~
           =--------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 260
                Attack .................................... 40
                Accuracy .................................. 65
                Defense ................................... 22
                Agility ................................... 30
                Intelligence .............................. 24
                Evasion ................................... 60
                Magic Defense ............................ 131
                Gil ...................................... 502
                EXP ..................................... 1218
                Treasure ................................ None

           [080] Manticore ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 164
                Attack .................................... 22
                Accuracy .................................. 41
                Defense .................................... 8
                Agility ................................... 36
                Intelligence ............................... 8
                Evasion ................................... 72
                Magic Defense ............................. 95
                Gil ...................................... 650
                EXP ..................................... 1317
                Treasure ................................ Tent

           [081] Baretta ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 256
                Attack .................................... 60
                Accuracy .................................. 64
                Defense ................................... 38
                Agility ................................... 38
                Intelligence .............................. 16
                Evasion ................................... 56
                Magic Defense ............................ 130
                Gil ...................................... 300
                EXP ..................................... 1428
                Treasure ................................ None

           [082] Basilisk ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 196
                Attack .................................... 30
                Accuracy .................................. 54
                Defense ................................... 20
                Agility ................................... 12
                Intelligence .............................. 12
                Evasion ................................... 24
                Magic Defense ............................. 91
                Gil ...................................... 656
                EXP ..................................... 1977
                Treasure ......................... Gold Needle

           [083] Allosaurus ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 480
                Attack .................................... 65
                Accuracy ................................. 133
                Defense ................................... 10
                Agility ................................... 30
                Intelligence .............................. 10
                Evasion ................................... 60
                Magic Defense ............................ 200
                Gil ...................................... 502
                EXP ..................................... 3387
                Treasure ...................... Strength Tonic

           [084] Weretiger ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 160
                Attack .................................... 30
                Accuracy .................................. 40
                Defense ................................... 16
                Agility ................................... 24
                Intelligence ............................... 8
                Evasion ................................... 48
                Magic Defense ............................. 93
                Gil ...................................... 780
                EXP ...................................... 780
                Treasure ........................ Sleeping Bag

           [085] Sand Worm ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 200
                Attack .................................... 46
                Accuracy .................................. 50
                Defense ................................... 14
                Agility ................................... 31
                Intelligence .............................. 18
                Evasion ................................... 62
                Magic Defense ............................ 103
                Gil ...................................... 900
                EXP ..................................... 2683
                Treasure ................................ None

           [086] Minotaur Zombie ~
           =-------------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 224
                Attack .................................... 40
                Accuracy .................................. 56
                Defense ................................... 14
                Agility ................................... 18
                Intelligence ............................... 1
                Evasion ................................... 36
                Magic Defense ............................ 116
                Gil ..................................... 1050
                EXP ..................................... 1050
                Treasure ........................... Great Axe

           [087] King Mummy ~
           =--------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 188
                Attack .................................... 43
                Accuracy .................................. 47
                Defense ................................... 24
                Agility ................................... 12
                Intelligence .............................. 24
                Evasion ................................... 24
                Magic Defense ............................. 95
                Gil ..................................... 1000
                EXP ...................................... 984
                Treasure ................................ None

           [088] Medusa ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 58
                Attack .................................... 20
                Accuracy .................................. 17
                Defense ................................... 10
                Agility ................................... 18
                Intelligence .............................. 16
                Evasion ................................... 36
                Magic Defense ............................. 55
                Gil ...................................... 699
                EXP ...................................... 699
                Treasure ................................ None

           [089] Rakshasa ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Stone, Paralysis, Poison, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 110
                Attack .................................... 20
                Accuracy .................................. 28
                Defense ................................... 30
                Agility ................................... 30
                Intelligence .............................. 15
                Evasion ................................... 60
                Magic Defense ............................. 62
                Gil ...................................... 800
                EXP ...................................... 603
                Treasure ................................ None

           [090] Clay Golem ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Fire, Lightning, Ice, Stone, 
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ....................................... 176
                Attack .................................... 64
                Accuracy .................................. 44
                Defense .................................... 7
                Agility ................................... 14
                Intelligence .............................. 16
                Evasion ................................... 28
                Magic Defense ............................. 93
                Gil ...................................... 800
                EXP ..................................... 1257
                Treasure .............................. Potion

           [091] Nightmare ~
           =-------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind, 
                                Death
                HP ....................................... 200
                Attack .................................... 30
                Accuracy .................................. 50
                Defense ................................... 24
                Agility ................................... 66
                Intelligence .............................. 20
                Evasion .................................. 132
                Magic Defense ............................ 100
                Gil ...................................... 700
                EXP ..................................... 1272
                Treasure ................................ None

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

           [093] Sahagin Prince ~
           =------------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 204
                Attack .................................... 47
                Accuracy .................................. 51
                Defense ................................... 20
                Agility ................................... 48
                Intelligence .............................. 15
                Evasion ................................... 96
                Magic Defense ............................ 101
                Gil ...................................... 882
                EXP ...................................... 882
                Treasure ................................ None

           [094] White Shark ~
           =---------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 344
                Attack .................................... 50
                Accuracy .................................. 86
                Defense .................................... 8
                Agility ................................... 36
                Intelligence .............................. 16
                Evasion ................................... 72
                Magic Defense ............................ 170
                Gil ...................................... 600
                EXP ..................................... 2361
                Treasure .......................... Wyrmkiller

           [095] Deepeyes ~
           =------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 304
                Attack .................................... 30
                Accuracy .................................. 76
                Defense ................................... 16
                Agility ................................... 12
                Intelligence ............................... 0
                Evasion ................................... 24
                Magic Defense ............................ 156
                Gil ..................................... 3591
                EXP ..................................... 3591
                Treasure ................................ None

           [096] Sea Snake ~
           =-------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 224
                Attack .................................... 35
                Accuracy .................................. 56
                Defense ................................... 12
                Agility ................................... 24
                Intelligence .............................. 21
                Evasion ................................... 48
                Magic Defense ............................ 116
                Gil ...................................... 600
                EXP ...................................... 957
                Treasure ................................ None

           [097] Sea Scorpion ~
           =----------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 248
                Attack .................................... 35
                Accuracy .................................. 37
                Defense ................................... 18
                Agility ................................... 30
                Intelligence .............................. 11
                Evasion ................................... 60
                Magic Defense ............................. 85
                Gil ...................................... 300
                EXP ...................................... 639
                Treasure ................................ None

           [098] Sea Troll ~
           =-------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake
                HP ....................................... 216
                Attack .................................... 40
                Accuracy .................................. 54
                Defense ................................... 20
                Agility ................................... 24
                Intelligence .............................. 10
                Evasion ................................... 48
                Magic Defense ............................ 110
                Gil ...................................... 852
                EXP ...................................... 852
                Treasure ................................ None

           [099] Ghost ~
           =---------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind, 
                                Death
                HP ....................................... 180
                Attack .................................... 93
                Accuracy .................................. 45
                Defense ................................... 30
                Agility ................................... 18
                Intelligence .............................. 30
                Evasion ................................... 36
                Magic Defense ............................. 85
                Gil ...................................... 990
                EXP ...................................... 990
                Treasure ................................ None

           [100] Water Elemental ~
           =-------------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind, 
                                Death
                HP ....................................... 300
                Attack .................................... 69
                Accuracy .................................. 68
                Defense ................................... 20
                Agility ................................... 36
                Intelligence .............................. 32
                Evasion ................................... 72
                Magic Defense ............................ 130
                Gil ...................................... 800
                EXP ..................................... 1962
                Treasure ................................ None

           [101] Water Naga ~
           =--------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 356
                Attack ..................................... 9
                Accuracy .................................. 71
                Defense .................................... 8
                Agility ................................... 36
                Intelligence .............................. 25
                Evasion ................................... 72
                Magic Defense ............................ 116
                Gil ..................................... 2355
                EXP ..................................... 2355
                Treasure ................................ None

           [102] Kraken ~
           =----------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ...................................... 1800
                Attack .................................... 50
                Accuracy .................................. 90
                Defense ................................... 60
                Agility ................................... 42
                Intelligence .............................. 32
                Evasion ................................... 84
                Magic Defense ............................ 160
                Gil ..................................... 5000
                EXP ..................................... 4245
                Treasure ....................... Kikuichimonji

           [103] Tyrannosaur ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 600
                Attack ................................... 115
                Accuracy ................................. 144
                Defense ................................... 10
                Agility ................................... 30
                Intelligence .............................. 24
                Evasion ................................... 60
                Magic Defense ............................ 200
                Gil ...................................... 600
                EXP ..................................... 7200
                Treasure ....................... Giant's Tonic

           [104] Black Knight ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 260
                Attack .................................... 44
                Accuracy .................................. 65
                Defense ................................... 38
                Agility ................................... 18
                Intelligence .............................. 20
                Evasion ................................... 36
                Magic Defense ............................ 135
                Gil ..................................... 1800
                EXP ..................................... 1263
                Treasure ........................ Deathbringer

           [105] Chimera ~
           =-----------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire
                HP ....................................... 300
                Attack .................................... 40
                Accuracy .................................. 60
                Defense ................................... 20
                Agility ................................... 36
                Intelligence .............................. 24
                Evasion ................................... 72
                Magic Defense ............................ 130
                Gil ..................................... 2500
                EXP ..................................... 2064
                Treasure ................................ None

           [106] Guardian ~
           =------------=
                  [Weakness]  : Lightning
                  [Resistance]: Stone, Paralysis, Poison, 
                                Darkness, Sleep, Silence,
                                Confusion, Mind, Death
                HP ....................................... 200
                Attack .................................... 25
                Accuracy .................................. 50
                Defense ................................... 40
                Agility ................................... 36
                Intelligence .............................. 24
                Evasion ................................... 72
                Magic Defense ............................ 110
                Gil ...................................... 400
                EXP ..................................... 1224
                Treasure ................................ None

           [107] Blue Dragon ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Lightning
                HP ....................................... 454
                Attack .................................... 92
                Accuracy .................................. 86
                Defense ................................... 20
                Agility ................................... 48
                Intelligence .............................. 28
                Evasion ................................... 96
                Magic Defense ............................ 200
                Gil ..................................... 2000
                EXP ..................................... 3274
                Treasure ................................ None

           [108] Green Dragon ~
           =----------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake
                HP ....................................... 352
                Attack .................................... 72
                Accuracy .................................. 68
                Defense ................................... 16
                Agility ................................... 48
                Intelligence .............................. 24
                Evasion ................................... 96
                Magic Defense ............................ 200
                Gil ..................................... 5000
                EXP ..................................... 4068
                Treasure ................................ None

           [109] Stone Golem ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence,
                                Confusion, Mind, Death
                HP ....................................... 200
                Attack .................................... 70
                Accuracy .................................. 50
                Defense ................................... 16
                Agility ................................... 12
                Intelligence .............................. 21
                Evasion ................................... 24
                Magic Defense ............................ 110
                Gil ..................................... 1000
                EXP ..................................... 2385
                Treasure ................................ None

           [110] Air Elemental ~
           =-----------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Stone, Paralysis, 
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 358
                Attack .................................... 53
                Accuracy .................................. 62
                Defense .................................... 4
                Agility ................................... 72
                Intelligence .............................. 40
                Evasion .................................. 144
                Magic Defense ............................ 130
                Gil ...................................... 807
                EXP ..................................... 1614
                Treasure ............................... Ether

           [111] Spirit Naga ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 420
                Attack ..................................... 7
                Accuracy .................................. 88
                Defense ................................... 16
                Agility ................................... 24
                Intelligence .............................. 32
                Evasion ................................... 48
                Magic Defense ............................ 143
                Gil ..................................... 4000
                EXP ..................................... 3489
                Treasure ................................ None

           [112] Death Knight ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: Stone, Paralysis, Poison, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 190
                Attack .................................... 55
                Accuracy .................................. 48
                Defense ................................... 32
                Agility ................................... 21
                Intelligence .............................. 28
                Evasion ................................... 42
                Magic Defense ............................ 173
                Gil ..................................... 3000
                EXP ..................................... 2700
                Treasure ................................ None

           [113] Earth Medusa ~
           =----------------=
                  [Weakness]  : Fire
                  [Resistance]: Quake, Ice
                HP ........................................ 96
                Attack .................................... 11
                Accuracy .................................. 24
                Defense ................................... 12
                Agility ................................... 36
                Intelligence .............................. 24
                Evasion ................................... 72
                Magic Defense ............................. 70
                Gil ..................................... 1218
                EXP ..................................... 1218
                Treasure ................................ None

           [114] Black Flan ~
           =--------------=
                  [Weakness]  : Fire
                  [Resistance]: Quake, Lightning, Ice, Stone,
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ....................................... 156
                Attack .................................... 49
                Accuracy .................................. 39
                Defense .................................. 255
                Agility ................................... 12
                Intelligence ............................... 6
                Evasion ................................... 24
                Magic Defense ............................. 85
                Gil ...................................... 900
                EXP ..................................... 1101
                Treasure ................................ None

           [115] Soldier ~
           =-----------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire, Ice, Stone, 
                                Paralysis, Poison, Darkness, 
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ....................................... 400
                Attack ................................... 102
                Accuracy .................................. 90
                Defense ................................... 48
                Agility ................................... 48
                Intelligence .............................. 28
                Evasion ................................... 96
                Magic Defense ............................ 160
                Gil ..................................... 2000
                EXP ..................................... 4000
                Treasure ........................ Phoenix Down

           [116] Vampire Lord ~
           =----------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 300
                Attack .................................... 90
                Accuracy .................................. 42
                Defense ................................... 28
                Agility ................................... 36
                Intelligence .............................. 34
                Evasion ................................... 72
                Magic Defense ............................. 84
                Gil ..................................... 3000
                EXP ..................................... 2385
                Treasure ....................... Hermes' Shoes

           [117] Dark Fighter ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 200
                Attack .................................... 40
                Accuracy .................................. 45
                Defense ................................... 38
                Agility ................................... 45
                Intelligence .............................. 34
                Evasion ................................... 90
                Magic Defense ............................ 186
                Gil ..................................... 3420
                EXP ..................................... 3420
                Treasure ................................ None

           [118] Death Machine ~
           =-----------------=
                  [Weakness]  : None 
                  [Resistance]: Quake, Fire, Lightning, Ice, 
                                Stone, Paralysis, Poison, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ...................................... 2000
                Attack ................................... 128
                Accuracy ................................. 200
                Defense ................................... 80
                Agility ................................... 48
                Intelligence .............................. 50
                Evasion ................................... 96
                Magic Defense ............................ 200
                Gil .................................... 32000
                EXP .................................... 32000
                Treasure ......................... Genji Armor

           [119] Tiamat ~
           =----------=
                  [Weakness]  : Stone, Poison
                  [Resistance]: Quake, Fire, Lightning, Ice
                HP ...................................... 2400
                Attack .................................... 53
                Accuracy .................................. 80
                Defense ................................... 80
                Agility ................................... 36
                Intelligence .............................. 45
                Evasion ................................... 72
                Magic Defense ............................ 200
                Gil ..................................... 6000
                EXP ..................................... 5496
                Treasure ................................ None

           [120] Rhyos ~
           =---------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire
                HP ....................................... 350
                Attack .................................... 40
                Accuracy .................................. 70
                Defense ................................... 18
                Agility ................................... 30
                Intelligence .............................. 30
                Evasion ................................... 60
                Magic Defense ............................ 143
                Gil ..................................... 5000
                EXP ..................................... 4584
                Treasure ......................... Power Staff

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

           [122] Purle Worm ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 448
                Attack .................................... 65
                Accuracy ................................. 112
                Defense ................................... 10
                Agility ................................... 18
                Intelligence .............................. 24
                Evasion ................................... 36
                Magic Defense ............................ 200
                Gil ..................................... 1000
                EXP ..................................... 4344
                Treasure ...................... Emergency Exit

           [123] Iron Golem ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Ice, Stone, 
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ....................................... 304
                Attack .................................... 93
                Accuracy .................................. 76
                Defense .................................. 100
                Agility ................................... 12
                Intelligence .............................. 26
                Evasion ................................... 24
                Magic Defense ............................ 143
                Gil ..................................... 3000
                EXP ..................................... 6717
                Treasure ................................ None

           [124] Lich (CHAOS SHRINE VERSION) ~
           =-------------------------------=
                  [Weakness]  : Dia
                  [Resistance]: Ice, Stone, Paralysis, Poison,
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ...................................... 2800
                Attack .................................... 50
                Accuracy .................................. 64
                Defense ................................... 80
                Agility ................................... 24
                Intelligence .............................. 34
                Evasion ................................... 48
                Magic Defense ............................ 140
                Gil ........................................ 1
                EXP ..................................... 2000
                Treasure ................................ None

           [125] Maralith (CHAOS SHRINE VERSION) ~
           =-----------------------------------=
                  [Weakness]  : None
                  [Resistance]: Fire, Lightning, Ice, Stone,
                                Poison
                HP ...................................... 3200
                Attack .................................... 60
                Accuracy .................................. 63
                Defense ................................... 80
                Agility ................................... 30
                Intelligence .............................. 41
                Evasion ................................... 60
                Magic Defense ............................ 183
                Gil ........................................ 1
                EXP ..................................... 2000
                Treasure ................................ None

           [126] Kraken (CHAOS SHRINE VERSION) ~
           =---------------------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire
                HP ...................................... 3600
                Attack .................................... 60
                Accuracy ................................. 114
                Defense ................................... 80
                Agility ................................... 49
                Intelligence .............................. 41
                Evasion ................................... 98
                Magic Defense ............................ 200
                Gil ........................................ 1
                EXP ..................................... 2000
                Treasure ........................... Eye Drops

           [127] Tiamat (CHAOS SHRINE VERSION) ~
           =---------------------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice
                HP ...................................... 5500
                Attack .................................... 75
                Accuracy .................................. 85
                Defense ................................... 90
                Agility ................................... 45
                Intelligence .............................. 38
                Evasion ................................... 90
                Magic Defense ............................ 200
                Gil ........................................ 1
                EXP ..................................... 2000
                Treasure .......................... Rune Staff

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

           [129] Echidna ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Time, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ...................................... 4800
                Attack .................................... 50
                Accuracy .................................. 50
                Defense ................................... 50
                Agility ................................... 30
                Intelligence .............................. 30
                Evasion .................................... 1
                Magic Defense ............................. 70
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ............................ X-Potion

           [130] Cerberus ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Time, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ...................................... 4000
                Attack .................................... 40
                Accuracy .................................. 60
                Defense ................................... 50
                Agility ................................... 50
                Intelligence .............................. 40
                Evasion ................................... 50
                Magic Defense ............................. 60
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ............................. Kotetsu

           [131] Ahriman ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Time, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ...................................... 5000
                Attack .................................... 60
                Accuracy .................................. 65
                Defense ................................... 50
                Agility ................................... 30
                Intelligence .............................. 50
                Evasion ................................... 25
                Magic Defense ............................ 100
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ........................... Dry Ether

           [132] 2-Headed Dragon ~
           =-------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Time, Stone, Paralysis,
                                Poison, Darkness, Sleep, 
                                Silence, Confusion, Mind,
                                Death
                HP ...................................... 4500
                Attack .................................... 60
                Accuracy .................................. 50
                Defense ................................... 50
                Agility ................................... 30
                Intelligence .............................. 10
                Evasion ................................... 30
                Magic Defense ............................. 50
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ........................ Bard's Tunic

           [133] Scarmiglione (1st Form) ~
           =---------------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Time, Stone, Poison, 
                                Death
                HP ...................................... 4000
                Attack .................................... 19
                Accuracy .................................. 50
                Defense ................................... 10
                Agility ................................... 10
                Intelligence ............................. 160
                Evasion ................................... 10
                Magic Defense ............................ 140
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ................................ None

           [134] Scarmiglione (2nd Form) ~
           =---------------------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Time, Stone, 
                                Poison, Death
                HP ...................................... 7046
                Attack .................................... 46
                Accuracy .................................. 40
                Defense ................................... 20
                Agility ................................... 10
                Intelligence ............................. 100
                Evasion ................................... 10
                Magic Defense ............................ 140
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ....................... Lunar Curtain

           [135] Cagnazzo ~
           =------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Ice, Time, Stone, 
                                Poison, Death
                HP ...................................... 7968
                Attack .................................... 44
                Accuracy .................................. 80
                Defense ................................... 20
                Agility ................................... 20
                Intelligence .............................. 55
                Evasion .................................... 5
                Magic Defense ............................ 180
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ....................... Light Curtain

           [136] Barbariccia ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Lightning, Time, Stone,
                                Poison, Death
                HP ..................................... 12954
                Attack .................................... 88
                Accuracy ................................. 100
                Defense ................................... 10
                Agility ................................... 60
                Intelligence .............................. 60
                Evasion ................................... 60
                Magic Defense ............................ 190
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure .......................... Braveheart

           [137] Rubicante ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Ice, Time, Stone,
                                Poison, Death
                HP ..................................... 15000
                Attack .................................... 88
                Accuracy ................................. 150
                Defense ................................... 40
                Agility ................................... 50
                Intelligence .............................. 65
                Evasion ................................... 30
                Magic Defense ............................ 220
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ....................... Kikuichimonji

           [138] Gilgamesh ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Time, Stone, Poison,
                                Death
                HP ...................................... 8888
                Attack .................................... 70
                Accuracy ................................. 110
                Defense ................................... 50
                Agility ................................... 20
                Intelligence .............................. 20
                Evasion ................................... 10
                Magic Defense ............................ 220
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ........................ Genji Gloves

           [139] Omega ~
           =---------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire, Ice, Time, Stone,
                                Paralysis, Poison, Darkness,
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ..................................... 35000
                Attack ................................... 115
                Accuracy ................................. 200
                Defense .................................. 190
                Agility ................................... 76
                Intelligence .............................. 40
                Evasion ................................... 95
                Magic Defense ............................ 220
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ............................ Murasame

           [140] Shinryu ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: Quake, Time, Stone, Poison,
                                Death
                HP ..................................... 35000
                Attack ................................... 220
                Accuracy ................................. 200
                Defense ................................... 60
                Agility ................................... 87
                Intelligence .............................. 70
                Evasion ................................... 20
                Magic Defense ............................ 220
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ............................ Ragnarok

           [141] Atomos ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: Quake, Time, Stone, Poison,
                                Death
                HP ..................................... 13000
                Attack .................................... 50
                Accuracy .................................. 80
                Defense ................................... 70
                Agility ................................... 10
                Intelligence ............................. 130
                Evasion ................................... 10
                Magic Defense ............................ 200
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ...................... Judgment Staff

           [142] Typhon ~
           =----------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire, Time, Stone,
                                Poison, Death
                HP ..................................... 10000
                Attack .................................... 70
                Accuracy .................................. 70
                Defense .................................. 100
                Agility ................................... 10
                Intelligence .............................. 40
                Evasion .................................... 0
                Magic Defense ............................ 190
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure .......................... Genji Helm

           [143] Orthros ~
           =-----------=
                  [Weakness]  : Fire, Lightning
                  [Resistance]: Quake, Ice, Time, Stone,
                                Poison, Death
                HP ..................................... 17000
                Attack .................................... 60
                Accuracy .................................. 80
                Defense ................................... 40
                Agility ................................... 30
                Intelligence .............................. 20
                Evasion .................................... 0
                Magic Defense ............................ 180
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure .......................... Rune Staff

           [144] Phantom Train ~
           =-----------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Time, Stone, Poison,
                                Death
                HP ...................................... 9999
                Attack ................................... 200
                Accuracy .................................. 50
                Defense ................................... 80
                Agility ................................... 30
                Intelligence .............................. 40
                Evasion .................................... 0
                Magic Defense ............................ 180
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ........................... Megalixir

           [145] Death Gaze ~
           =--------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Time, Stone,
                                Poison, Death
                HP ..................................... 30000
                Attack .................................... 90
                Accuracy ................................. 200
                Defense .................................. 150
                Agility ................................... 95
                Intelligence .............................. 50
                Evasion ................................... 30
                Magic Defense ............................ 220
                Gil ........................................ 0
                EXP ........................................ 0
                Treasure ........................ Lightbringer

           [146] Devil Wizard ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 700
                Attack .................................... 50
                Accuracy .................................. 50
                Defense ................................... 50
                Agility ................................... 20
                Intelligence .............................. 80
                Evasion ................................... 95
                Magic Defense ............................ 170
                Gil ..................................... 3800
                EXP ..................................... 3800
                Treasure ................................ None

           [147] Abyss Worm ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ...................................... 2500
                Attack .................................... 95
                Accuracy ................................. 120
                Defense ................................... 30
                Agility ................................... 10
                Intelligence .............................. 10
                Evasion ................................... 40
                Magic Defense ............................ 200
                Gil ..................................... 1500
                EXP ..................................... 4000
                Treasure ........................... Megalixir

           [148] Elm Gigas ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 250
                Attack .................................... 40
                Accuracy .................................. 62
                Defense ................................... 15
                Agility ................................... 35
                Intelligence .............................. 10
                Evasion ................................... 50
                Magic Defense ............................ 120
                Gil ...................................... 850
                EXP ...................................... 850
                Treasure ................................ None

           [149] Flare Gigas ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ...................................... 1050
                Attack .................................... 80
                Accuracy .................................. 80
                Defense ................................... 30
                Agility ................................... 40
                Intelligence .............................. 12
                Evasion ................................... 50
                Magic Defense ............................ 150
                Gil ..................................... 2000
                EXP ..................................... 2000
                Treasure ......................... Red Curtain

           [150] Unicorn ~
           =-----------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 150
                Attack .................................... 20
                Accuracy .................................. 35
                Defense .................................... 8
                Agility ................................... 50
                Intelligence .............................. 50
                Evasion ................................... 33
                Magic Defense ............................. 80
                Gil ...................................... 300
                EXP ...................................... 500
                Treasure ............................... Ether

           [151] Yellow Ogre ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 150
                Attack .................................... 25
                Accuracy .................................. 30
                Defense ................................... 15
                Agility ................................... 10
                Intelligence ............................... 5
                Evasion ................................... 23
                Magic Defense ............................. 60
                Gil ...................................... 250
                EXP ...................................... 300
                Treasure ................................ None

           [152] Mad Ogre ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ...................................... 1000
                Attack .................................... 75
                Accuracy .................................. 40
                Defense ................................... 40
                Agility ................................... 20
                Intelligence ............................... 3
                Evasion ................................... 60
                Magic Defense ............................. 50
                Gil ..................................... 1000
                EXP ..................................... 1000
                Treasure ...................... Strength Tonic

           [153] Mage Chimera ~
           =----------------=
                  [Weakness]  : Ice
                  [Resistance]: Quake, Fire
                HP ....................................... 600
                Attack .................................... 55
                Accuracy .................................. 75
                Defense ................................... 30
                Agility ................................... 70
                Intelligence .............................. 40
                Evasion ................................... 70
                Magic Defense ............................ 150
                Gil ..................................... 4500
                EXP ..................................... 5000
                Treasure ....................... Hermes' Shoes

           [154] Yellow Dragon ~
           =-----------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 500
                Attack .................................... 50
                Accuracy .................................. 68
                Defense ................................... 16
                Agility ................................... 32
                Intelligence .............................. 30
                Evasion ................................... 96
                Magic Defense ............................ 200
                Gil ..................................... 3000
                EXP ..................................... 2400
                Treasure ....................... Lunar Curtain

           [155] Holy Dragon ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ...................................... 1374
                Attack ................................... 100
                Accuracy .................................. 88
                Defense ................................... 50
                Agility ................................... 62
                Intelligence .............................. 45
                Evasion ................................... 96
                Magic Defense ............................ 200
                Gil ..................................... 5055
                EXP ..................................... 5505
                Treasure ........................... Dry Ether

           [156] Mythril Golem ~
           =-----------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind, 
                                Death
                HP ....................................... 848
                Attack .................................... 84
                Accuracy .................................. 85
                Defense .................................. 160
                Agility ................................... 13
                Intelligence .............................. 15
                Evasion ................................... 20
                Magic Defense ............................ 170
                Gil ..................................... 6000
                EXP ..................................... 6000
                Treasure ....................... Dark Claymore

           [157] Killer Shark ~
           =----------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Ice, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ...................................... 1200
                Attack .................................... 60
                Accuracy .................................. 90
                Defense ................................... 20
                Agility ................................... 60
                Intelligence .............................. 30
                Evasion ................................... 72
                Magic Defense ............................ 120
                Gil ...................................... 700
                EXP ..................................... 2500
                Treasure ................................ None

           [158] Death Manticore ~
           =-------------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 243
                Attack .................................... 22
                Accuracy .................................. 40
                Defense ................................... 12
                Agility ................................... 90
                Intelligence .............................. 40
                Evasion ................................... 82
                Magic Defense ............................. 90
                Gil ..................................... 1200
                EXP ...................................... 800
                Treasure ................................ None

           [159] Blood Tiger ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 213
                Attack .................................... 22
                Accuracy .................................. 40
                Defense ................................... 16
                Agility ................................... 60
                Intelligence .............................. 20
                Evasion ................................... 45
                Magic Defense ............................. 90
                Gil ...................................... 100
                EXP ...................................... 300
                Treasure ................................ None

           [160] Dark Eye ~
           =------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 450
                Attack .................................... 45
                Accuracy .................................. 76
                Defense ................................... 20
                Agility ................................... 30
                Intelligence ............................... 5
                Evasion ................................... 72
                Magic Defense ............................ 156
                Gil ..................................... 2000
                EXP ...................................... 555
                Treasure ................................ None

           [161] Bloody Eye ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 720
                Attack ................................... 100
                Accuracy ................................. 130
                Defense ................................... 80
                Agility ................................... 30
                Intelligence .............................. 75
                Evasion ................................... 25
                Magic Defense ............................ 160
                Gil ........................................ 2
                EXP ..................................... 2000
                Treasure .............................. Remedy

           [162] Flood Gigas ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 400
                Attack .................................... 45
                Accuracy .................................. 45
                Defense ................................... 10
                Agility .................................... 5
                Intelligence ............................... 5
                Evasion ................................... 50
                Magic Defense ............................. 50
                Gil ..................................... 1500
                EXP ...................................... 300
                Treasure ................................ None

           [163] Poison Eagle ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 200
                Attack .................................... 30
                Accuracy .................................. 60
                Defense .................................... 5
                Agility ................................... 77
                Intelligence .............................. 36
                Evasion .................................. 100
                Magic Defense ............................. 52
                Gil ...................................... 555
                EXP ...................................... 500
                Treasure .......................... Cockatrice

           [164] Black Goblin ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 50
                Attack .................................... 10
                Accuracy ................................... 5
                Defense .................................... 4
                Agility ................................... 10
                Intelligence ............................... 1
                Evasion ................................... 10
                Magic Defense ............................. 16
                Gil ...................................... 300
                EXP ...................................... 200
                Treasure .............................. Potion

           [165] Knocker ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 450
                Attack .................................... 40
                Accuracy .................................. 30
                Defense ................................... 40
                Agility ................................... 40
                Intelligence ............................... 5
                Evasion ................................... 40
                Magic Defense ............................. 23
                Gil ...................................... 500
                EXP ...................................... 500
                Treasure ........................... Hi-Potion

           [166] Desertpede ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 120
                Attack .................................... 35
                Accuracy .................................. 35
                Defense ................................... 15
                Agility ................................... 40
                Intelligence ............................... 8
                Evasion ................................... 60
                Magic Defense ............................. 85
                Gil ...................................... 100
                EXP ...................................... 250
                Treasure ............................ Antidote

           [167] Gloom Widow ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 71
                Attack ..................................... 8
                Accuracy .................................. 18
                Defense ................................... 20
                Agility ................................... 44
                Intelligence .............................. 12
                Evasion ................................... 24
                Magic Defense ............................. 40
                Gil ...................................... 520
                EXP ...................................... 140
                Treasure ............................ Antidote

           [168] Duel Knight ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 520
                Attack .................................... 60
                Accuracy .................................. 58
                Defense ................................... 50
                Agility ................................... 49
                Intelligence .............................. 41
                Evasion ................................... 55
                Magic Defense ............................ 140
                Gil ..................................... 4300
                EXP ..................................... 1200
                Treasure ............................ Enhancer

           [169] Squidraken ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Fire, Ice, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind
                HP ....................................... 480
                Attack .................................... 40
                Accuracy .................................. 44
                Defense ................................... 32
                Agility ................................... 55
                Intelligence .............................. 78
                Evasion ................................... 77
                Magic Defense ............................ 160
                Gil ...................................... 888
                EXP ...................................... 888
                Treasure ........................ Sage's Staff

           [170] Pharoah ~
           =-----------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Paralysis, Darkness, 
                                Sleep, Silence, Confusion,
                                Mind, Death
                HP ...................................... 1220
                Attack .................................... 75
                Accuracy .................................. 67
                Defense ................................... 44
                Agility ................................... 45
                Intelligence .............................. 18
                Evasion ................................... 24
                Magic Defense ............................. 92
                Gil ..................................... 1542
                EXP ..................................... 1542
                Treasure ............................... Asura

           [171] Bonesnatch ~
           =--------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Paralysis, Darkness,
                                Sleep, Silence, Confusion,
                                Mind, Death
                HP ....................................... 500
                Attack .................................... 45
                Accuracy .................................. 60
                Defense ................................... 12
                Agility ................................... 50
                Intelligence .............................. 15
                Evasion ................................... 42
                Magic Defense ............................. 81
                Gil ...................................... 800
                EXP ...................................... 500
                Treasure ................................ None

           [172] Silver Dragon ~
           =-----------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 200
                Attack .................................... 53
                Accuracy .................................. 50
                Defense ................................... 10
                Agility ................................... 40
                Intelligence .............................. 15
                Evasion ................................... 86
                Magic Defense ............................ 180
                Gil ..................................... 2000
                EXP ..................................... 1800
                Treasure ................................ None

           [173] Black Dragon ~
           =----------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ...................................... 1600
                Attack .................................... 95
                Accuracy .................................. 62
                Defense ................................... 30
                Agility ................................... 40
                Intelligence .............................. 30
                Evasion .................................. 120
                Magic Defense ............................ 200
                Gil ..................................... 4000
                EXP ..................................... 3000
                Treasure ....................... Lunar Curtain

           [174] Blue Troll ~
           =--------------=
                  [Weakness]  : Fire
                  [Resistance]: None
                HP ....................................... 132
                Attack .................................... 20
                Accuracy .................................. 46
                Defense ................................... 10
                Agility ................................... 36
                Intelligence .............................. 14
                Evasion ................................... 48
                Magic Defense ............................. 85
                Gil ...................................... 300
                EXP ...................................... 340
                Treasure ................................ None

           [175] Earth Troll ~
           =---------------=
                  [Weakness]  : Fire
                  [Resistance]: None
                HP ....................................... 566
                Attack .................................... 50
                Accuracy .................................. 56
                Defense ................................... 45
                Agility ................................... 25
                Intelligence .............................. 14
                Evasion ................................... 48
                Magic Defense ............................ 100
                Gil ...................................... 542
                EXP ..................................... 1200
                Treasure ................................ None

           [176] Poison Naga ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 232
                Attack ..................................... 6
                Accuracy .................................. 68
                Defense .................................... 8
                Agility ................................... 65
                Intelligence .............................. 65
                Evasion ................................... 45
                Magic Defense ............................ 120
                Gil ...................................... 960
                EXP ...................................... 960
                Treasure ................................ None

           [177] Earth Plant ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 675
                Attack .................................... 35
                Accuracy .................................. 86
                Defense ................................... 60
                Agility ................................... 19
                Intelligence .............................. 20
                Evasion ................................... 24
                Magic Defense ............................ 170
                Gil ...................................... 300
                EXP ..................................... 4440
                Treasure ......................... Turbo Ether

           [178] Yamatano Orachi ~
           =-------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ...................................... 1068
                Attack .................................... 50
                Accuracy .................................. 60
                Defense ................................... 42
                Agility ................................... 45
                Intelligence .............................. 47
                Evasion ................................... 36
                Magic Defense ............................ 180
                Gil ...................................... 800
                EXP ..................................... 4500
                Treasure .......................... Braveheart

           [179] Dark Elemental ~
           =------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 200
                Attack .................................... 66
                Accuracy .................................. 72
                Defense ................................... 20
                Agility ................................... 33
                Intelligence .............................. 74
                Evasion ................................... 25
                Magic Defense ............................ 120
                Gil ...................................... 780
                EXP ..................................... 1500
                Treasure ................................ None

           [180] Devil Hound ~
           =---------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 150
                Attack .................................... 22
                Accuracy .................................. 40
                Defense .................................... 8
                Agility ................................... 60
                Intelligence .............................. 30
                Evasion ................................... 45
                Magic Defense ............................. 76
                Gil ...................................... 150
                EXP ...................................... 300
                Treasure ................................ None

           [181] Sekhret ~
           =-----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ...................................... 1400
                Attack ................................... 110
                Accuracy .................................. 70
                Defense ................................... 25
                Agility ................................... 30
                Intelligence ............................... 5
                Evasion ................................... 60
                Magic Defense ............................ 116
                Gil ..................................... 1300
                EXP ..................................... 1300
                Treasure .......................... War Hammer

           [182] Catoblepas ~
           =--------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Lightning, Ice,
                                Paralysis, Darkness, Sleep,
                                Silence, Confusion, Mind,
                                Death
                HP ....................................... 200
                Attack .................................... 30
                Accuracy .................................. 60
                Defense ................................... 20
                Agility ................................... 30
                Intelligence .............................. 20
                Evasion ................................... 45
                Magic Defense ............................ 100
                Gil ...................................... 800
                EXP ..................................... 1500
                Treasure .............................. Remedy

           [183] Hundlegs ~
           =------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 235
                Attack .................................... 40
                Accuracy .................................. 60
                Defense ................................... 20
                Agility ................................... 40
                Intelligence .............................. 10
                Evasion ................................... 45
                Magic Defense ............................ 120
                Gil ...................................... 200
                EXP ..................................... 1000
                Treasure ................................ None

           [184] Undergrounder ~
           =-----------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Lightning, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 690
                Attack .................................... 75
                Accuracy .................................. 85
                Defense ................................... 50
                Agility ................................... 40
                Intelligence .............................. 35
                Evasion ................................... 45
                Magic Defense ............................ 190
                Gil ..................................... 1300
                EXP ..................................... 2500
                Treasure ........................... Gaia Gear

           [185] Death Elemental ~
           =-------------------=
                  [Weakness]  : None
                  [Resistance]: Quake, Fire, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 160
                Attack .................................... 35
                Accuracy .................................. 66
                Defense .................................... 4
                Agility ................................... 84
                Intelligence .............................. 30
                Evasion .................................. 120
                Magic Defense ............................ 120
                Gil ...................................... 800
                EXP ...................................... 753
                Treasure .......................... Zephr Cape

           [186] Wild Nakk ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 80
                Attack .................................... 15
                Accuracy .................................. 20
                Defense ................................... 20
                Agility ................................... 80
                Intelligence .............................. 40
                Evasion ................................... 40
                Magic Defense ............................. 30
                Gil ....................................... 60
                EXP ...................................... 240
                Treasure .......................... White Fang

           [187] Dark Wolf ~
           =-------------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ....................................... 360
                Attack .................................... 30
                Accuracy .................................. 60
                Defense ................................... 25
                Agility .................................. 100
                Intelligence .............................. 45
                Evasion ................................... 70
                Magic Defense ............................. 50
                Gil ....................................... 75
                EXP ...................................... 300
                Treasure .......................... White Fang

           [188] Rock Gargoyle ~
           =-----------------=
                  [Weakness]  : None
                  [Resistance]: Quake
                HP ....................................... 337
                Attack .................................... 30
                Accuracy .................................. 60
                Defense ................................... 72
                Agility ................................... 67
                Intelligence .............................. 12
                Evasion ................................... 72
                Magic Defense ............................ 130
                Gil ....................................... 50
                EXP ...................................... 120
                Treasure ................................ None

           [189] Sahagin Queen ~
           =-----------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire
                HP ....................................... 100
                Attack .................................... 30
                Accuracy .................................. 30
                Defense ................................... 15
                Agility ................................... 50
                Intelligence .............................. 50
                Evasion ................................... 80
                Magic Defense ............................. 80
                Gil ...................................... 500
                EXP ...................................... 500
                Treasure ........................ Blue Curtain

           [190] Reaper ~
           =----------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 350
                Attack .................................... 90
                Accuracy .................................. 50
                Defense ................................... 20
                Agility ................................... 40
                Intelligence .............................. 55
                Evasion ................................... 60
                Magic Defense ............................ 200
                Gil ..................................... 1000
                EXP ..................................... 1000
                Treasure ........................ Lightbringer

           [191] Python ~
           =----------=
                  [Weakness]  : None
                  [Resistance]: None
                HP ........................................ 85
                Attack .................................... 22
                Accuracy .................................. 24
                Defense ................................... 15
                Agility ................................... 15
                Intelligence .............................. 10
                Evasion ................................... 40
                Magic Defense ............................. 50
                Gil ...................................... 150
                EXP ...................................... 200
                Treasure ............................ Antidote

           [192] Skuldier ~
           =------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Ice, Paralysis, Darkness, 
                                Sleep, Silence, Confusion, 
                                Mind, Death
                HP ....................................... 120
                Attack .................................... 25
                Accuracy .................................. 35
                Defense .................................... 6
                Agility ................................... 10
                Intelligence .............................. 10
                Evasion ................................... 35
                Magic Defense ............................. 42
                Gil ....................................... 80
                EXP ...................................... 133
                Treasure ................................ None

           [193] Red Flan ~
           =------------=
                  [Weakness]  : Fire, Ice
                  [Resistance]: Quake, Lightning, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ....................................... 390
                Attack .................................... 50
                Accuracy .................................. 39
                Defense .................................. 255
                Agility ................................... 60
                Intelligence .............................. 50
                Evasion ................................... 20
                Magic Defense ............................. 80
                Gil ...................................... 500
                EXP ..................................... 1110
                Treasure ................................ None

           [194] Prototype ~
           =-------------=
                  [Weakness]  : Lightning
                  [Resistance]: Quake, Fire, Ice, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ...................................... 1500
                Attack .................................... 85
                Accuracy .................................. 70
                Defense ................................... 45
                Agility ................................... 60
                Intelligence .............................. 60
                Evasion ................................... 80
                Magic Defense ............................ 150
                Gil ..................................... 1000
                EXP ..................................... 2000
                Treasure ............................ Rune Axe

           [195] Revenant ~
           =------------=
                  [Weakness]  : Fire, Dia
                  [Resistance]: Quake, Ice, Paralysis, 
                                Darkness, Sleep, Silence, 
                                Confusion, Mind, Death
                HP ........................................ 68
                Attack .................................... 20
                Accuracy .................................. 13
                Defense ................................... 15
                Agility ................................... 30
                Intelligence ............................... 3
                Evasion ................................... 42
                Magic Defense ............................. 45
                Gil ...................................... 250
                EXP ...................................... 250
                Treasure ................................ None

*=============================================================================*
    +---------------------------------------------------------------------+
                             12. Version History                 [12000]
    +---------------------------------------------------------------------+
*=============================================================================*

          Version 1.0 - The guide is complete. 585 KB

*=============================================================================*
    +---------------------------------------------------------------------+
                            13. Legal Disclaimers                [13000]
    +---------------------------------------------------------------------+
*=============================================================================*

This FAQ is the property of its author, Quan Jin. All rights reserved. 

Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file 
for personal and private use only. 

Final Fantasy Aniversary Edition is a registered trademark of Square-Enix. 
The author (Quan Jin) is not affiliated with Square-Enix in any way or form. 
All other trademarks are the property of their respective owners. 

*=============================================================================*
    +---------------------------------------------------------------------+
                           14. Credits and Closing               [14000]
    +---------------------------------------------------------------------+
*=============================================================================*

I'm not too good with closing words. Hopefully, you have found this guide 
useful. Have fun playing Final Fantasy I & II. For now folks, this is 
goodbye.  

                 "The time to cast off the veil of darkness 
                  and bring the world once more into light."

[-----------------------------------------------------------------------------]

Mikaga - Another help to my Soul Of Chaos section. His maps helped me through
         a lot. 

TFergusson - Absolutely amazing Soul Of Chaos guide. It helped me significantly
             through the extra dungeons. 

Astro Blade - A special thanks to Matt Tenker for taking the time to add a bit
              to this FAQ. I greatly appreciate it. 

Lord Twitchel - Providing Bestiary statistics for Tyrannosaur and Death 
                Machine. Sure saved me the work of finding those two 
                monstrosities myself. Thanks! 

Psycho Penguin - Major thanks to this dude who allowed me to use his stellar
                 Final Fantasy Origins guide as a reference. \m/ 

In-Game Bestiary - Much <3 to the in-game bestiary which really saved me the 
                   trouble of doing it myself. 

GameFAQs - I've been writing for this site for a good number of years now. 
           Don't plan on quitting anytime soon. 

Y.T.W.S.R. - Only a few selected people might know what I'm talking about here.
             Since I'm not one to give it away, I would still like to thank
             this group for their support and motivation throughout the 
             lifespan of this entire FAQ.

The FCSB - They didn't help too much but what can I say, where would I be 
           without a few of them? Major props to these great board members who 
           are also prized FAQ writers.

[-----------------------------------------------------------------------------]
              ____             __      _    __           __           
             / __ \____ ______/ /__   | |  / /___  _____/ /____  _  __
            / / / / __ `/ ___/ //_/   | | / / __ \/ ___/ __/ _ \| |/_/
           / /_/ / /_/ / /  / ,<      | |/ / /_/ / /  / /_/  __/>  <  
          /____.'\__,_/_/  /_/|_|     |___/\____/_/   \__/\___/_/|_|  

                             -= Game on Forever =-