-
Notifications
You must be signed in to change notification settings - Fork 5
/
Copy pathlatest_walkthrough
1161 lines (1089 loc) · 92.2 KB
/
latest_walkthrough
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
## Intro
* Enkibot is a hints file generator built by the Something Awful fiesta community.
* Questions, corrections, suggestions? Come hang out on irc.synirc.org #ffvfiesta.
* Other resources that I'd reccomend:
* - http://ffvspirit.com/ has the best general-purpose walkthrough I know of.
* - http://www.cavesofnarshe.com/ff5/ is slicker but assumes you have all classes...
* - http://tinyurl.com/jfxrqdv is the GFAQs mechanics guide; has all boss AI scripts (hyperlinked version by Sax Solo)
* - http://tinyurl.com/ovua3zd is @GarlyleWild's Fiesta Handbook
## Class Tips
* Here are some basic general tips based on the classes you've selected...
* [KGT] The Knight seems straightforward, but the combo of !Guard + Cover is amazing.
* [KGT] If the party is in critical HP, you ignore all single-target physical attacks.
* [KGT] This is especially brutal with a way to inflict Berserk.
* [KGT] (White Mages can do so easily with a spell; staff and rod-users can later on).
* [KGT] So can chemists, though if you have Chemist you probably don't need to coverscam to win.
* [KGT] Bear in mind that even if you have Two Handed equipped, you CAN equip a Shield mid-combat through the item menu!
* [KGT] This is super useful with elemental absorption shields or the blessed Aegis.
* [MNK] Monks do amazing damage at first, but rapidly taper off after World 1.
* [MNK] Barehanded attacks can crit, allowing you to penetrate high physical defense.
* [MNK] HP+XX% abilities can allow your squishier classes to survive the final boss' Almagests.
* [MNK] The Deep Sea Trench has the Kaiser Knuckles which can boost your monk's damage output, but not by enough.
* [MNK] Seriously, you can't wear them together with Hermes Sandals, so they're pretty much trash.
* [MNK] Most parties will just use their monk as a very durable itembot later in the game.
* [THF] Thieves have access to some very good stuff early on.
* [THF] Unfortunately, bad stats and garbage gear options probably make Thief the worst of the Wind jobs overall.
* [THF] I'll try to note particuarily juicy steals as the walkthrough goes on.
* [THF] The capstone Thief ability, Footwork, grants +16 agility which is actually a lot.
* [THF] Lastly, remember that the Thief's !Mug ability is a safe way to use the Chicken Knife.
* [BLM] Black Mage is pretty broken.
* [BLM] Black Mages should remember Rods also enhance the power of elemental spells by +50%.
* [BLM] just blow up everything in the game, black magic's damage output is obscene.
* [BLM] Your currently equipped weapon can be changed from the Item Menu.
* [BLM] Flare kind of sucks. It's not worth doing Fork Tower for by itself.
* [BLM] If your party is Reflected, you can bounce a groupcast spell off for 2x damage.
* [WHM] White Mage is pretty broken.
* [WHM] The White Mage's Protect and Shell allow you to sandbag almost any encounter endlessly.
* [WHM] Many bosses are vulnerable to the Confuse, Silence, and Berserk status effects.
* [WHM] Berserk is especially effective when combined with Blink/Image.
* [WHM] Casting Mini on the party raises their evasion into the stratosphere if they have a shield.
* [WHM] Once you have it, Holy is a fantastic single target damage option, on par with other power classes.
* [BLU] Blue Mage is completely broken.
* [BLU] Highlights: one-shot 50+% of the bosses in the game with Dark Spark + L5 Death.
* [BLU] http://gfycat.com/TerrificKeyEmperorshrimp
* [BLU] Goblin Punch is a safe way to wield the Chicken Knife and Excalipoor on a physical class.
* [BLU] Goblin Punch also does 8x (wtf) damage to enemies of the same level, which may be abusable.
* [BLU] White Wind is the best healing spell in the game, and works on Bonemail wearers.
* [BLU] L2 Old isn't as impressive as L5 Death, but trivializes several very hard fights.
* [BLU] Mighty Guard is basically farewell to being worried about straight damage, forever.
* [BLU] With the wind-boosting Air Lancet, the Aero/ra/ga line of spells is solid damage.
* [BER] Berserker is, all joking aside, a surprisingly solid class.
* [BER] It's when you're assigned multiples that you start having trouble.
* [BER] They hit super hard, get plate armor, and can equip daggers if accuracy is a thing.
* [BER] Special shoutout to the Death Sickle you can farm in late World 1.
* [BER] It can cast Doom when it hits, and you can scam instant kills on a lot of bosses with it.
* [BER] Special comedy option: berzerkers with a mage command are brutal with a Rune Axe equipped.
* [BER] That's 'comedy' as in 'it's comedic how fast the boss melts', by the way.
* [BER] On the SNES version only, a Berserker (3 magic) with a Thornlet (-5 magic) underflows to 253 magic.
* [BER] The Gaia Hammer, which casts Quake when attacking, deals stupid amounts of damage with those stats.
* [BER] If you've got a 3 berserker fiesta, I strongly encourage you to start on SNES.
* [MYS] Mystic Knight is completely broken.
* [MYS] Status effect sword magic has a 100% chance to land for all non-immune enemies.
* [MYS] Several bosses have status effect 'immunity' via high magic evade; you ignore that.
* [MYS] Level-3 elemental swords instantly kill anything with a weakness to it, or do 9999 to Heavy.
* [MYS] Use Drain or status swords in random encounters; elemental swords do nothing vs. neutral.
* [MYS] If you need to quickly disenchant a sword, just un/re-equip it from the item menu.
* [TIM] Time mage is on the precipice of completely broken.
* [TIM] Time Mages may not be able to heal, but they can use the Healing Staff from Tycoon.
* [TIM] They can also break rods if they need insane damage before they get Comet.
* [TIM] The Slow spell is available early and works on, like, everything.
* [TIM] Comet and Meteor do damage independent of your stats/gear and cannot be reflected.
* [TIM] Time-based effects like regen continue during Quick, making regen a full heal.
* [TIM] You can kill anything in the game (very slowly) by casting Quick, snapping a Venom Rod, and fast forwarding.
* [SUM] Summoner is pretty broken.
* [SUM] They have incredible damage output, but will generally only have one 'good' element at a time.
* [SUM] Remember that you can always snap an elemental rod at need for fire/lightning/ice.
* [SUM] Don't bother not learning optional summons to boost !Call; it's just not very good.
* [SUM] Air Lancet boosted Syldras are your best offensive option through the endgame.
* [SUM] This makes the side quests to get Bahamut and Leviathan kind of pointless.
* [SUM] Don't underestimate Golem: he can singlehandedly neuter physical-heavy bosses.
* [SUM] ...or anyone you can land Berserk on, which Summoners can with the Wonder Rod...
* [RDM] Sorry, Red mage kind of blows, unless you have another mage and the patience for Doublecast.
* [RDM] By itself, Red Mage's only offense is rod snapping. Stock up.
* [RDM] Yes, they can equip swords. Yes, they have absolutely no strength and less survivability.
* [RDM] More importantly, they can equip staves, granting early access to Cura (Healing Staff) and Berserk (Power Staff).
* [RDM] There's a surprising amount of utility in low-level White Magic, especially with Doublecast.
* [RDM] Being able to heal/protect/raise 2 twice in one action is surprisingly good.
* [RDM] You can also stick Confuse/Silence/Sleep onto enemies much more reliably.
* [RDM] If the rest of your party is strong, I wouldn't advise grinding out Doublecast, though.
* [BST] Beastmaster is completely broken, but it takes significant amounts of effort.
* [BST] You're looking at the best value in the Job Fair by far here--you're getting broken-class power for dumpster-class prices.
* [BST] !Releasing the correct monster will trivialize any boss fight.
* [BST] I've tried to note in the individual boss entries the best release I know of.
* [BST] Remember that Beastmasters aren't the worst physically, and can attack from the back row.
* [BST] Whips are actually really solid weapons; there are a few edge case uses for Equip Whips.
* [BST] !Calm also works on a surprisingly large amount of things, and can be used to stunlock several annoying bosses.
* [GEO] hahaha you got geomancer
* [GEO] !gaia sucks
* [GEO] bell weapons suck
* [GEO] their base stats suck
* [GEO] just job fair it
* [GEO] secretly kind of amazing in steam/mobile since they changed how !gaia works, it's super bullshit 64 now
* [NIN] The Ninja's Dual Wield is as good as ever, especially on other classes.
* [NIN] Having it on the off-hand is a safe way to wield the Chicken Knife.
* [NIN] But the real power ability is often !Throw. The scrolls have a higher base power than level 3 magic!.
* [NIN] Remember that most abilities 'grant' a stat increase to go with it.
* [NIN] Giving a Ninja a high magic ability like !Summon or !White makes scrolls completely obscene.
* [NIN] Also: did you know that the elemental rods boost the elemental scrolls by 50%?
* [NIN] You can just bury everything in the game, including the final boss, in a hail of anime wallscrolls.
* [BRD] The Bard is secretly one of the best classes in the game.
* [BRD] Equip Harps transfers great agility and magic, which is nice for Rune Axe zerkers, ninjas, etc.
* [BRD] Love Song and Charm Song are fantastically effective against random encounters.
* [BRD] The stat-boosting songs allow you to steamroll any boss you can stay alive against.
* [BRD] The final boss ain't got nothing on a level 255 party with 99 strength, magic, and speed.
* [RAN] Ranger is pretty broken, but not until you pony up 600 AP.
* [RAN] The Ranger's signature ability is !X-fight/!Rapidfire, which hits 4 times for half damage.
* [RAN] It also never misses, procs Magic Sword, ignores defense (!) and is Chicken Knife OK (!!).
* [RAN] This rarely comes up in a fiesta, but savor the combination of Ranger+Spellsword if you get it.
* [RAN] also they can use bows and summon animals like jrpg saint francis i guess
* [RAN] If you're between level 10 and 19, you'll usually get a powerful heal-all effect from !Animals.
* [SAM] The Samurai is basically a big beefcake with a few dirty tricks available at need.
* [SAM] Katanas can crit, ignoring physical defense.
* [SAM] !Giltoss/!Zeninage is expensive, but it's amazing all-target damage.
* [SAM] !Slash/!Ianuki is a fucking 85% chance of instant death to all enemies.
* [SAM] A surprising number of bosses are not Heavy, and are therefore vulnerable to this.
* [DRG] The dragoon is a beefcake with almost no dirty tricks available. Vanilla but decent.
* [DRG] !Lancet is a last-resort method for any mages you have to restore their own MP mid-fight.
* [DRG] It's straight up unuseably bad off a Dragoon's innate magic score, though.
* [DRG] Remember that !Jump does full damage when used from the back row.
* [DRG] Careful timing and knowledge of boss patterns also allows you to dodge nasty attacks.
* [DNC] Dancers are an extremely squishy front-row class which is way too luck-dependent.
* [DNC] But in the 1/4 chance that they roll Sword Dance on !Dance, they're amazing.
* [DNC] If you got Monk, Barehand is compatible with Sword Dance and really funny, since it can crit.
* [DNC] Certain pieces of gear boost the rate of Sword Dances, amping their lategame offense.
* [DNC] Sword Dance is also, at need, a safe way to wield the Chicken Knife.
* [DNC] The real benefit of rolling Dancer is the ability to learn Equip Ribbon.
* [DNC] Being able to ignore almost all status effects is exactly as dumb as it sounds.
* [CHM] Chemist can solo the game, effortlessly. It's obscene. It makes Blue Mage look bad.
* [CHM] !Drink allows them to haste themselves and double HP, making survivability easy.
* [CHM] But the real power of the class is in !Mix... (http://i.imgur.com/MBJBNvG.gif)
* [CHM] Their staple is Drain Kiss (Turtle Shell + Maiden's Kiss), which is a fucking power-255 Drain.
* [CHM] That's stronger than Meteor, Holy, and Flare, available in World 1, and heals the user too.
* [CHM] Turtle Shell mixes can also haste, protect, shell, cure, revive, MP refresh.
* [CHM] !Mix can also give elemental/status immunities and inflict aliments with 100% accuracy.
* [CHM] There are also 'Super Saiyan' strategies wherein a Chemist becomes immune to literally everything using !Mix.
## Post-Wind Shrine
* Most classes will not need to purchase gear in Torna to beat Karlabos, but it's cheap.
* [BST] If you plan on releasing it against the Antlion, don't open the trapped chest in the Training House.
* [BRD] There's a piano in Torna, for parties with bards.
* [BLU] You can revisit Faris' hideout now, to learn Vampire from the bats there.
## Karlabos
* The Something Awful Forums -> Let's Play -> Let's All Solo FFV And Get Murdered By Karl Boss
* 650 HP; can inflict paralysis or lower a character to 1 HP. Basically the worst for solo games.
* Just Potion up after getting hit by Tail Screw and you'll be fine.
* [KGT|MNK] You'd kind of have to be trying to lose with Monk or Knight.
* [BLU] Blue Mages should make sure they learn Vampire and Goblin Punch first.
* [BLM] Black Mages can absolutely wreck him with Thunder, which he's weak to.
* [WHM] If you're stuck with four White Mages, you'll probably need to grind out another point of M at level 8.
* [THF] Thief gets more points of M at levels 5 and 11. You may need to grind it out, or spend an inordinate amount of potions.
## Ship Graveyard
* If you're feeling the pain w.r.t healing, the Calcruthls in here rarely drop Elixirs.
* The room with the three treasure chests after the save point is the best place to grind those if you need.
* Don't forget, if you need to grind for any reason, you can sleep below decks on Faris' ship(wreck).
* [WHM] The enemies here are Undead, which makes this a great place to gain levels with your White Mages.
* [WHM] Make sure you pick up the hidden Flail; White Mage parties will rely on it for damage for a while.
* [THF] The Daggers dropped by skeleton enemies here are a nice upgrade from Knives; get four before fighting Siren.
* [KGT] Because they factor AGI in, the Daggers dropped by skeleton enemies here are an upgrade from your Broadswords.
* [NIN] If you expect to have trouble vs. Byblos, you can farm Fire Scrolls off the Psycho Heads here.
## Siren
* 900 HP; switches between a high-MDEF human form and a high-PDEF undead form.
* She has the heavy flag, so no getting cheeky with Phoenix Downs (which are expensive rn anyway)
* [WHM] You can use Cure to deal big damage to her undead form.
* [WHM] The Flail ignores defense, which means you can actually also do some pretty nice damage to her human form.
* [WHM] Remember that the Flail can be used from the back row at 100% damage.
* [BLM] lol just nuke her with fire.
* [BLU] Don't try to use Vampire on her Undead form; the results are as predictable as they are unfortunate.
* [MNK] Fist criticals can penetrate Siren's hefty physical defense even in undead form.
* [BST] Chaos Beastmasters can catch a Carcruthl to instatly kill her with Hug.
## Kerwin/North Mountain
* You don't care about it now, but unless you have Blue/Time, confused gaelicats on North Mountain are your only way to get Float.
* The hidden Frost Rod in Kerwin lets you trivialize either Magissa or Garula, so get it.
* [WHM] Pick up Armor/Protect in the Kerwin magic shop. Trust me on this one.
* [BRD] There's a piano here in Kerwin, too.
* [KGT] Optionally, get the heavy armor from the armor shop in Kewin; it's a nice upgrade.
* [KGT] More importantly, definitely buy LongSwords. They're much better than dagger or broadsword.
* [THF] You can steal Softs from the Cockatrices on North Mountain, which is nice.
* [THF] You can steal SilverGlasses from the tombstones; they'll be pretty handy in the Fire Ship coming up.
* [BLU] If you restore their MP with Ether, you can learn Flash from the tombstone enemies in North Mountain.
* [BLU] I'm not actually sure it's worth it, frankly.
## Magissa + Forza
* 650 HP; alternates between black magic and drain/fight. Summons Forza at 300 HP.
* Forza has 850 HP and can easily one-shot a squishy character in the front row.
* [WHM] It's technically quite easy to sandbag your way through Magissa's 200 MP before she summons Forza, if you have !White.
* [THF] Just bring a lot of potions if you have 4 thieves. There's no real way to finesse this fight.
* [THF] If you're really in trouble, grind to level 16. With 4 Daggers, you can bring Magissa from 320 to dead in one set of !Fights.
* [BLM|BLU] You can snap the Frost Rod from Kerwin here for dumb amounts of damage; pushing Magissa from 300-0 like that skips Forza.
* [BLU] If you're not going to abuse rod snapping, your Blue Mage can blind Forza easily.
* [BLM] If you're not going to abuse rod snapping, you can also just Sleep Forza and unload on Magissa.
## Walse/Walse Tower
* The waterfall behind Walse Castle has the Shiva fight, which is critical for Summoners.
* ...but you won't have Summoner until after the next dungeon.
* [KGT] You can buy Iron armor in Walse town, which isn't strictly necessary since you can cheese Garula easily with your Knight.
* [THF] Strongly consider the Kempo Gi armors from Walse town; you're gonna want every edge you can get for Garula.
* [THF] Please, please, please steal four mythril daggers from the Y-Burns (sorry, wyverns) in Walse Tower.
* [THF] Also, buy a fuckton of potions. Sorry, Garula just sucks for thieves.
* [BLU] In the waterfall behind Walse Castle, you can learn Frog Song. Not only is it very good vs. Garula, it's a generally nice spell to have.
* [THF] Thieves have a fairly easy time getting the Elven Mantle in the basement of Walse Castle. It's nice vs. Garula.
* The RicardMages in Walse Tower can drop Flame Rods, if you snapped the free Frost Wand on Magissa and want to trivialize Garula.
## Tycoon (optional)
* Check a world map to see how you can get back to Tycoon Castle early with the dragon.
* Treasure includes valuable healing items, such as multiple Elixirs.
* You'll also get a Healing Staff, which casts Cura instead of attacking, and is totally amazing.
* [SAM] You'll also get an Ashura katana, which is the first possible katana for samurai-havers.
* [SUM] This is also a good time to head to the tower behind the waterfall in Walse to get Shiva.
* [SUM] Worst case scenario, use a Fire Rod from Walse Tower (you did farm an extra, right?) or buy one in Karnak and come back.
## Garula
* 1200 HP, begins countering every attack with Rush at 800 HP.
* A definite trainwreck waiting to happen for unlucky and unprepared players.
* [BLU|BLM] Of course, you could pretty much just toast him with one snapped rod farmed from a RicardMage downstairs.
* [KGT] Knights can cheese this fight hilariously with three critical-HP characters and one spamming Cover.
* [KGT] Garula can't do anything to you, it's hysterical.
* [KGT] Well, OK, he can still inflict HP Sap. Bring a few potions or something.
* [WHM] White Mages can cast Protect to make Garula's offense half as dangerous.
* [WHM] For 4x WHM parties: put everyone in the back row and ONLY attack with the Flail to minimize counterattacks.
* [WHM] It's easy enough to grind out. Also completely infuriating.
* [THF] 4x Thief parties should have a mythril knife attacker in the front row and 3 potion chuckers in the back row.
* [THF] Seriously expect to burn through 50-60+ potions if you're at a reasonable level and haven't been grinding.
* [MNK] The Monk's !Focus, which lets you hit twice as hard half as often, completely trivializes the counterattack mechanic.
* [BLU] You can get Frog Song to apply to Garula. He can cure himself, but he'll keep wasting turns.
* [BLU] Blind will also stick to him, if for some reason frog abuse isn't enough.
## Fireship
* You'll only get one discounted item at a Karnak store, so pick a pricey one.
* In the iOS version, you can buy 99 of a 75% off item, and then resell to double your cash.
* Wild Nakks outside of Karnak are probably the easiest way to farm cash in world 1.
* This is especially nice since Karnak is the only source of rods in the world.
* Consider stocking up before going to the Fireship; rods make the Karnak 500 so much easier.
* [BRD] The third piano is also in Karnak, so make sure you get that for your bard.
* [BLM] The magic store here sells level 2 black magic.
* [WHM] The magic store here sells Cura and Raise.
* [TIM] The magic store here sells Stop and Gravity.
* After some plot business, you'll be sent off to the next dungeon: the Fire Ship.
* [BLU] Wild Nakks will also teach your Blue Mage the ???? spell, which is Vampire w/o the drain.
* [BLU] Crew Dusts in the Fire Ship cast Flash, which you can pick up for your Blue Mage.
* [THF|NIN] Thieves and Ninjas should make sure they get the Moonring Blade.
* [THF] This dungeon is lousy with enemies that blind, so here's what you stole SilverGlasses for.
* [THF] Thieves should also pick up the Thief's Gloves, which boost steal rate.
* [THF] Once you have them, you can steal Hi-Potions from Poltergeists to your hearts' content.
## Liquiflame
* 3000 HP, transitions randomly between three forms when struck.
* Human Form: single and multi target attacks and counters with target-all fire magic.
* Hand Form: single target attacks that can paralyze and counters with Fire 2. IMMUNE TO MAGIC.
* Tornado Form: casts Fire2 on self to heal.
* [RAN] Consider killing it in Tornado Form to get the Fire Bow.
* Frost Rods will, of course, completely trash this guy. Do not use them when it's in hand form!
* [TIM] The Time Mage's demi spell will work on the human and tornado forms only.
* [TIM] One cast of Demi followed up by a Frost Rod snap will kill Liquiflame.
* [MNK] Fewer, bigger hits will do better against him, so !Focus ain't bad here.
* [KGT] The fewer times you have to hit liquidflame the fewer counters you see; consider using Two-Handed.
* [MYS] Blizzara Sword up and just wreck this dude. Make sure you have a way to transform hand form, though.
* [MYS] You can unequip your weapon and re-equip it through the Item menu to strip your spellblade effect. It also doesn't use your turn.
* Since the forms' MP is tracked seperately and the tornado cannot actually hurt you, consider just sitting there until it's out. It won't take long.
* [BER] Consider just having your Berserker blinded/dead as you enter the fight, until you run Tornado out of MP.
## The Karnak 500
* You have 10:00 to get as much loot out of the Karnak 500 as possible.
* (Karnak 1000 just doesn't roll off the tongue as easily)
* Have your jobs and abilities set immediately after you kill liquiflame; the Karnak 500 continues ticking in menu.
* It's best to look up a map if this is your first time. There's a decent one on GameFAQs.
* If you're having trouble with the Sergeant + Kar Nakk encounter, kill the Sergeant to make the dogs run away.
* [KGT] RUN RUN RUN run. No, the Brave Blade ain't worth it. Never take the Brave Blade.
* [THF] If your offense is good, you can steal plenty of Elixirs from the Gigas enemies infesting this place.
* [THF] You should common-steal some Mage Mashers from the Sorceror enemy in here.
* Try and get the Elven Mantle and Main Gauche; those are the best unconditional loot in here.
* [DNC] There's also a Ribbon! Get the Ribbon! You'll need it for your Dancer! It's rad!
* [BLU] You can learn Aerora from the Gigases here for your Blue Mage, though it won't be too long until you can get it again.
* [BLU] Since the Gigases are immune to Aero, Blue Mages can have serious damage problems here.
* [BLU] It may be worth it to run straight to the exit for Death Claw, then run back to the trapped chests.
* [WHM] White Mages should definitely not forget about the Esuna spell in a chest here; it'll be a while till you can rebuy it.
* You'll have to kill Iron Claw, a miniboss with 900 HP and some adds, before you exit the castle.
* [BLU] He can teach you Death Claw, and you'd be well advised to try and get it here. It's lovely against anything that's not Heavy.
* [BLU] Don't kill the sergeant before he transforms into Death Claw, if you do decide to do this.
## Library
* On the walk down, dodge the desert unless you want to fight the powerful Dhorme Chimera.
* Remember that you can heal for free in the Library by drinking from the pot on the second floor.
* [CHM] The turtles infesting the grasslands around here drop Turtle Shells; you're gonna want to farm 99 of them for your Chemist.
* [CHM] I know it sucks, but drain kiss is really really really good and you can basically run from everything else for the rest of the game.
* [BLU] Your Blue Mage should learn Level 5 Death from Page 64s in the library; you'll obviously have to grind to 15 or 20 for this.
* [BLU] You can also learn Moon Flute in here from Page 256s, but all it does is berserk your party. Big whoop.
* [THF] Page 256es are carrying a Ninja Suit as a steal, a pretty respectable piece of cloth armor.
* [THF] That said, you'll be able to just buy them not too long from now.
* [GEO] Geomancers will often get the Will-o-Wisp spell here, so they're actually good.
* [BLU+BST] !Control will also let you learn Off-Guard from the same Page 256.
* [BLU+BST] The same for the (extremely questionably useful) Transfusion spell from Mythril Dragons outside.
## Ifrit
* 3000 HP, alternates between (Fira or Flame) and (Fight or Flame)
* 20% chance to evade all physicals, which can make some runs annoying.
* Snapping a couple of Frost Rods on him will put him down with minimal fuss.
* [BLM|RDM|SUM] So will simply blasting away with Ice-elemental attacks, if you're feeling cheap.
* [MYS] Mystic Knights should set Silence with a Spellsword before going to town with Blizzara Sword.
* [NIN] Ifrit is weak to water in addition to ice, so here's a good place to use your water scroll.
* [BLU] Aqua Rake is actually nonaspected damge, so it won't be super-effective here.
* [BLU] He is, however, vulnerable to Blind and Berserk, both of which you can inflict by now with !Blue.
* [WHM] It's quite possible to land Silence on Ifrit, which cuts down on incoming damage significantly.
* [WHM] He's also vulnerable to confuse...which will mostly cause him to Fira himself and heal.
* [WHM] Worst case scenario, you can easily run him out of MP this way.
* [TIM] Ifrit is vulnerable to Slow, which you can inflict at this point with your Time Mage.
* [GEO] Chaos Geomancers should note that Will-o-Wisp is fire damage, so...don't use that.
* [THF] The Mage Masher you stole from the Karnak 500 can be used to Silence Ifrit here.
* [BST] Beastmasters can release Zus from the grassland outside Karnak, for a solid 750 damage each.
## Byblos
* 3600 HP, uses a variety of debilitating spells which make prolonged engagements almost unwinnable.
* He also can cast Protect on himself and will counter attacks with Drain when low.
* That combination makes the fight brutal on parties with only physical damage.
* Happily, you can just snap a couple of Fire Rods over his head and call it a night.
* [BLM|RDM] Or you could just Fira him into the ground if you're feeling cheap.
* [KGT] Knights should be relying on Two-Handed in this fight and any other fight where counterattacks are an issue.
* [NIN] I hope you got that Flame Scroll from LiquiFlame if you don't have a better strategy for doing this!
* [NIN] You could also have farmed them in the Ship Graveyard all the way back.
* [NIN] Teeeeechnically you could walk all the way back to get more, but why?
* [NIN] If you want to, they drop from Mindflushers in the room where the World Map was.
* [BER] Zerker-heavy teams can have trouble here, because they can trigger Byblos' counters at bad times.
* [BER] If you have other powerful characters or a way to cheese the fight, consider coming in with your zerk blinded.
* [SUM] Cast your new Ifrit summon on him for some extra comedy.
* [GEO] Chaos Geomancers rejoyce! !gaia here gets you Will-o-Wisp, which is Fire damage.
* [TIM] Time Mages with an aversion to rod abuse can still land Slow on him, making the fight much easier.
* [BLU] Death Claw works on him, reducing him to single-digit HP immediately.
* [BLU] He's not Heavy ahahahahaha.
* [BLU] On the other hand, you probably want to learn Magic Hammer from him, which can be obnoxious as hell.
* [BST] The vanilla Whip weapon Magissa dropped all that time ago will paralyze-lock Byblos.
* [BST] A released Page 32 from the library will cast Banish, which has a 33% chance of straight up killing Byblos.
## Sailing
* Black Mages, Summoners, and anyone with a use for the Istory rings can visit Istory at this point.
* You can buy Angel Rings (block Old/Zombie) and elemental absorb rings for a cool 50K from Istory.
* Parties with weak single target offense and no White Mage may want to consider a Flame Ring.
* [BRD] Bards can get the fourth Piano from Jachol, also.
* [BLU] Blue Mages can learn the almost-useless Exploder from Bombs near Jachol.
* [BLU] It is very, very useful (also: funny) in one particular boss fight, so get it.
* [GEO] The cave outside Jachol has SkullEater encounters, for 5 ABP and a common Elixir drop.
* [GEO] They are extremely difficult, but !Gaia will dispatch them with little fuss.
* [GEO] This is your sole recompense for rolling GEO: this is a very, very good grind spot.
* [GEO] (of course, if you're not Chaos you don't have it yet; feel free to come back.)
* [BLM] Black Mages can pick up the Toad spell from a NPC in Istory.
* [SUM] Summoners can learn Ramuh from an encounter outside Istory.
* [THF] Ramuh's common steal is a Hi-Potion and you won't get any other encounters outside Istory until you kill him.
* [THF] You can steal Hi-Potions from him forever if you keep running from the fight.
* [BRD] Bards should make sure they grab the fifth piano from Crescent, while we're at it.
* Rod-having parties can also pull the legendary Dragondarch Manuever outside Istory, farming the tough Magic Dragons there for XP.
* [NIN] Ninja Scrolls can farm the tough Magic Dragons outside of Istory with thrown scrolls.
* [BER] Berserker parties should swing by Crescent Island and farm up some Death Sickles from the Harvesters there.
* [SUM|NIN] Parties with reliable AoE magic, like !Summon or thrown scrolls, can farm a small island north of Crescent for XP and AP.
* [SUM|NIN] The only encounter there is 3 or 5 black flames, which have high avoid but can be cleared instantly by any AoE magic.
* [BLU] The small island north of crescent is a pro visit for Blue Mages, who can learn Dark Spark from the enemies there.
* [BLU] It halves the target's battle level, which trivializes large swaths of the game combined with L5 Death and L2 Old.
* [BST] If you're feeling up for it, !Control comedy will let you farm Prototypes on another island west of Crescent.
* [BST] It's pretty good gil and xp/ap.
* [CHM+BST] ...especially since you have a Chemist, who can find a real use for the Dark Matters that the Prototypes drop.
## Chocobo Forest
* Comedy note: if you land the black chocobo in its home forest you have to catch it again.
* Pop by Rikks/Lix village now that you have black chocobo flight.
* The item vendor there sells at half-price to you, making it a good place to stock up on ethers and phoenix downs.
* [CHM] Chemists should definitely spend their entire earthly fortune on ethers here. You'll miss them bitterly when you leave W1.
* [NIN] Ninjas will also appreciate buyable elemental scrolls and shuriken.
## Sandworm (Zerkersbane)
* 3000 HP, can use Fight or Quicksand (~50 party damage and HP Sap).
* Attacking the wrong hole triggers a counterattack.
* The game tells you not to use magic here. The game is lying. Use magic.
* Most non-Berserker parties can simply DPS race the sandworm with healing items.
* [BER] Yes, berserkers will repeatedly wipe your party here by being stupid. Kill or blind yours.
* [BER] If you're on zerker risk and have only berserkers, my condolences. Grind grind grind.
* [NIN] Thrown Water Scrolls will do a number on the Sandworm.
* [BLU] The Dhorme Chimera in the desert south of Karnak can teach you Aqua Rake, which will damn near one-shot the sandworm.
* [BST] The Dhorme Chimera in the desert south of Karnak casts Aqua Rake on release, which will damn near one-shot the sandworm.
## The Desert of Shifting Sands
* [NIN] Water Scrolls (you could've bought them in Lix) basically much everything in here.
* [THF+DRG] If you have both Thief and Dragoon, you should steal a Javelin from the Sand Bears here.
* [THF+DRG] The Javelin is literally the third-best spear in the game, and won't be replaced until the very end of World 2.
* [BST] Get used to coming back here to !capture more Sand Bears before every hard boss fight for the rest of W1.
* [BST] When !released, they cast Right Claw for ~2200 damage, which is kind of a lot in W1.
* To get the treasure chests in the airship hanger, answer no when you interact with the switch, THEN yes.
* [WHM|RDM] Make sure you don't miss the !white spell Mini in one of them.
## Crayclaw
* 2000 HP, uses various single-target attacks.
* Signature combo is Tail Screwing someone who's under HP Leak, which will pretty much always kill them.
* Basically any status effect will land on him, so it's easy to neuter his offense if you have to.
* Low HP, but extremely high physical and magical defenses. Remember that elemental weaknesses (lightning) ignore MDEF.
* Yes, this is another fight you can trivialize with a rod snap or two.
* You can also simply blow him up with any other source of lightning damage.
* [BST] or just Bearaga him to death
* [BST] (beastmasters can also paralyze-lock him with the Whip that Magissa dropped)
* [KGT|BLU] You have a class which can wield the Coral Swords from Jacole, if you're willing to make the detour.
* [THF|KGT|BLU] ...or just steal the one that Crayclaw has! Ah, hubris.
* [NIN] You probably have some Thunder scrolls, since a common random encounter on the ocean drops them. Use 'em.
* [RAN] The Thunder Bow purchasable in Crescent Town will make quick work of him.
* Fists, katanas, x-fights, and other defense-piercing attacks will work if you have no other way through.
* [THF] You can steal a Coral Sword from him if one of your other characters can wield a sword.
## Kyrosiris' Least Favorite Boss
* The Adamantoise has 2000 HP, good magic evade, and sky-high physical defenses.
* Has powerful physical attacks, which you'll want to scam with back-row + mitigation/status aliments.
* The hard part is simply managing to get damge on this guy.
* Unless you can just snap a Frost Rod on him hahaha what's class balance?
* Any source of Ice damage will bypass his defenses.
* [RAN] Like, say, a Ranger with a Ice Bow you can buy in Crescent Town.
* [BLU] You can one-shot him instantly with Level 5 Death from your Blue Mage.
* [BST] He's not Heavy, so a Banish from a !released Bandersnatch (near Walse) will have a 50/50 chance of killing him.
* [BER] He's not Heavy, so a proc'd Death spell from a Death Sickle axe hit will eventually get him.
* [MNK] Monk fist criticals will break through his physical defense. Eventually.
* [WHM] White Mage blind is a godsend in this fight if you have to plink him down.
* [WHM] In general, he can't do much to you if you just Armor/Protect up and leave people in the back row.
* The Something Awful Forums >> Ask/Tell > [ASK] Me About Doing Adamantoise With Only Bards
## Soulcannon
* [BLU] The turrets you fight before SoulCannon can teach you Missile and Flamethrower/Burn Ray.
* [BLU] The latter is a very solid damage option with a Flame Rod equipped.
* 12500 HP; charges up and then casts Surge Beam (casts get faster after the first)
* Surge beam deals 50% of the party's max HP and inflicts HP Leak.
* The real danger is the Launchers: 2 of 'em, 800 effective HP, can inflict Old.
* Try to kill the launchers fast with lightning damage to avoid having your whole party slowed into uselessness.
* hahaha you have rods just snap a Thunder Rod and kill all the launchers instantly.
* [SUM] Or just cast Ramuh, whatever.
* [NIN] Thunder scrolls work especially well.
* [WHM] Parties with !white can get through this slowly by Esunaing the Olds and healing through Surge Beams.
* [WHM] Esuna will not heal the stat downs incurred while Old'd! Purge the status effect IMMEDIATELY.
* [GEO] All you'll get in this fight is Wind Slash! Awesome! ...except Soul Cannon and the Launchers are immune to wind.
* [TIM] Stop from a Time Mage will work on the Launchers, if for some reason you're allergic to rod abuse.
* [BRD] This is a surprisngly funny fight for Bards, since they can Stop the Launchers all at once and Hide from the Surge Beams.
* [BST] You may be able to rush the Soulcannon down with four Bearagas (~9k damage) plus some chip.
* [BST] Alternate plan: you can Capture a Prototype and release it for ~1k all-target damage.
* [BST] Prototype is vulnerable to !Control, but actually reducing it to 1/8 hp is an exercise for the reader.
* All damage in this fight is % based, so armor does nothing. Consider unequipping it for speed.
## Ronka Ruins
* Don't hit the speed trap!
* [KGT] The Ancient Sword in Ronka is both a great Knight weapon and a way to inflict Old.
* [DNC+THF] Dance + Thief parties should steal a Lamia's Tiara from Lamias here, which boosts Sword Dance's proc rate.
* [BLU] If you missed it, the Enchanted Fan can teach you Aera.
* [BST+BLU] A !Controlled enchanted fan will also teach you White Wind, which is KIND OF A BIG DEAL.
* [BST+BLU] You can also learn 1000 Needles from !Controlled Lamias, which is pretty handy now or then.
* [BLU+WHM] You can Confuse an enchanted fan to learn White Wind, which you really should since it's rad.
* [BLU+RDM] You can Confuse an enchanted fan to learn White Wind, which you really should since it's rad.
* [BLU] Frankly it's a pain in the ass, but you can hunt down the Ghidra to learn L4 Graviga at this point too.
## ArchaeoAvis
* Has 5 forms with their own HP pool but shared MP pool.
* F1: 1600 HP, weak to wind, high physical defense, inflicts Sap.
* F2: 1600 HP, absorbs ice, not Heavy, inflicts poison.
* F3: 1600 HP, absorbs fire, inflicts blind.
* F4: 1600 HP, absorbs lightning, not Heavy, inflicts paralysis.
* F5: 2500 HP, absorbs wind+ice+fire+lightning, has previous attacks and charm.
* Magic-heavy teams may have to knife the last form to death painfully and slowly.
* [BER] Since berserker axes mostly ignore defense, they can reliably damage all five forms.
* [NIN] Water Scrolls are solid offense against the first four forms; he'll never absorb Water.
* [MNK] If you can kill a form with a Monk's Counter, it skips the trigger that causes the next form to spawn.
* [TIM] You can land Slows on problem forms, if you feel like it.
* [BLU] Aerora the first form to death.
* [BLU] You can L5 Death the last form and the last form only, but that's the hard one anyway.
* [BLU] Hint: Death Claw will land on forms 2 and 4, so you only have to have an answer for F3.
* [BLU] (by the way, the answer is 2x dark spark + l5 death)
* [BLU] God, blue mage is broken.
* [GEO] The first form is, like, geomancer's one time to shine. Go for it!!!
* [SUM] Chocobo, your time is now! (It does physical damage and therefore will work on form 5).
* [SUM] Unless you're on iOS hahaha fuck you they 'fixed' that.
* [BST] You can use Bearagas on the first and last form, which can otherwise give beastmaster parties trouble.
* [BST] If you don't have Sand Bears stocked, the Ronka Knights in here still !release for ~1500.
## Purobolos
* 1500 HP, cast Exploder when low, will cast Life2 to revive other puroboloses when killed.
* Easiest way to handle this is brute force with powerful AOEs to kill them all at once.
* Yup, that means rods.
* [BLU] If you don't want to just spam rods, Aqua Rake works pretty great here too.
* [SAM] They're not heavy hahahaha you can just !Ianuki them repeatedly.
* [SAM] Or just kill them all with one or two gil tosses, though that's expensive.
* [NIN] Spamming a few scrolls on them, especially with a mage subability, will make quick work this fight.
* [BST] Beastmasters have it super-easy here: they can just !Control the bombs and have them Exploder each other.
* [WHM] A Silenced Purobolos will not cast Life2 upon death.
* [MYS] A Silence Bladed Purobolos will not cast Life2 upon death.
* [TIM] For whatever reason, the Time Mage's Mute spell will not stop Life2 from going off.
* [BRD] A Purobolos that's Stopped by !Sing will not cast Life2 upon death.
* [BER] This is another fight you might want to come in with a dead/blinded berserker for.
## Titan
* 2500 HP; main threat is the Earth Shakers he casts for powerful (480-540) all-target damage.
* He casts Earth Shaker on death, so you need to have a way to not wipe to that.
* [WHM] WHM/RDM can cast Confuse on Gaelicats in the North Mountain to gain Float, which neatly evades Earth Shaker.
* [DNC] Dancers can roll Tempting Tango on Gaelicats in the North Mountain to gain Float, to nullify Earth Shaker.
* [THF+BER] If you have a thief, a berserk, and a death wish, you can rarely steal a Earth Hammer from Titan.
* [THF+BER] That's literally an endgame weapon, especially if you can back up its Quake procs with a mage subability.
* [CHM] Here's your introduction to the brokenness of !Mix: Antidote + Maiden's Kiss = Levisalve.
* [BST] Stopping Titan with !Calm right before you kill him will dodge the Earth Shaker, but the timing is tight.
* [BRD] Stopping Titan with !Sing right before you kill him will dodge the Earth Shaker, but the timing is tight.
* [TIM] Your Time Mage can set Slow on Titan, which helps with wearing him down before he gets too many shakers off.
* [TIM] If you have no alternative, you can Stop Titan right before you kill him, but the timing is tight.
* [SUM] Titan is vulnerable to the Stop set by the Remora summon, probably the only time in the game it's useful.
* [SUM] With very, very good timing, you may be able to avoid the last Earth Shaker using it.
* Failing any way to scam Earth Shaker, the only real alternative is to have enough HP to survive it.
## Chimera
* 3300 HP, not Heavy (laffo), alternates between (Fight or AquaRake) and (Blaze or AquaRake).
* Basically any dirty trick will work on him, between his 0% M-evd, lack of Heavy, and status vulnerabilities.
* [BST] Bandersnatches from near Walse will cast Banish, which will 50/50 instant kill him.
* [BST] Before moving onto W2, you may wish to catch a few more Sand Bears, if you're worried about Bridgamesh.
* [BER] Death Sickles' doom proc will work on him. Berserker's a good class, I swear!
* [BLU] Blue Mages have so many ways to cheese this fight it's not even funny.
* [BLU] Try Death Claw, for starters.
* [SAM] Ianuki technically works on this guy, but how the hell did you master Samurai already?
* [TIM] Time Mages can totally shut him down between Stop and Slow.
* [WHM] White Mages can just land Blind and outheal the Aquarakes for an easy kill.
* [BRD] Bards can stoplock him easily.
## World 2 Intro
* Most parties don't particularily need to win the fight against the Abductor on the Solitary Island.
* [THF+SUM] If you have a Thief, a Summoner, and way too much free time, you can try to get his rare steal (the Gaia Gear).
* [THF+SUM] You'll just be able to buy it in town not too far away anyway.
* Remember that there's an infinite use Healing Spring in Exdeath's Castle, which a terminally underleveled Galuf might need.
* Almost no classes have real trouble with the solo fight vs. gilgamesh, and you can pick the best of your four.
* If you got, like, bard x4 or something, check out Sullla's solo notes to see what he did.
* http://www.sullla.com/FF/finalfantasy.html
* [BLU] If you missed Death Claw for your Blue Mage in W1, you can get it from Treants outside Exdeath's castle.
* [BLU] If you missed Dark Spark for your Blue Mage in W1, you can get it from Strapparers outside Exdeath's castle.
## Bridgamesh
* 6500 HP, goes super saiyan by casting haste+armor+shell at 2500 and starts spamming jump.
* This fight is much, much easier if you can prevent the buffs from being cast.
* [WHM] Protect will also make it possible to just slug it out against boosted Gilgamesh.
* [TIM] Silencing Gilgamesh before you push him below 2500 will work, only in the SNES version.
* [TIM] A better plan is probably just to get Slow to stick to him.
* [BLU] Blue Mages can Magic Hammer their way through Gil's 1000 MP before phasing him, causing the buffs to fail.
* [BLU] Alternatively, 1000 Needles will simply let you blast through his 2500 HP phase in 3 hits.
* [DRG] It'll take forever, but in the worst case scenario !Lancet can be used to drain Gil's 1000 MP before phasing him, causing the buffs to fail.
* [CHM] Chemists can mix up Lamia's Kiss and Dark Ethers to effortlessly drain Gil's 1000 MP before phasing him, causing the buffs to fail.
* [BST] Beastmasters can simply blast through him, if you thought to save some Bearagas from World 1.
* In the SNES version only, you can try getting lucky with a Mage Masher as you push Gil below 2500.
* Otherwise, most parties can simply win a DPS race against boosted Gil, if you're careful about when you push him.
## Lugor/Regole
* Lugor can get kind of expensive, depending on your classes and whether you need to buy weapons.
* [WHM] The magic store sells Blink and Shell, the latter of which is vital for several bosses.
* [BLM|MYS] The magic store sells Drain, Break, and Bio, which are pretty fun on Black Mages and very fun on Mystic Knights.
* [TIM] The magic store sells Comet (your Time Mage's first non-rod offensive spell) and some other trash.
* [TIM+THF] Since you have Time Mage and Thief, you can use the Return spell to keep trying for an annoying steal.
* [CHM] This is the first chance for Chemists to stock up on the disgustingly broken drink items.
* [SUM] Summoners can buy a Gaia Gear here, which boosts earth damage by 50%.
* [SUM] Boosted Titans are going to be your mainstay for a long time.
* [BRD] Make sure you hit another Piano while you're in Lugor.
* [BST] Beastmasters might want to consider making an early visit to the Sealed Castle.
* [BST] They can !control the Shield Dragons in there for easy kills, and stupid amounts of AP and XP this early.
* [BST] They can also be easily captured for Almagest (~750 damage), which is fine if you're out of bears.
* The undead dinosaur in the underground passage isn't even a boss. Just Phoenix Down him and move on.
* In the Moogle Villiage, you can get the Dancing Dagger, which is primarily useful for letting anyone Confuse.
* [BLU] Your Blue Mage can finally learn most !control-only spells, even if you don't have a Beastmaster.
## Val/Drakenvale
* Let's get this out of the way. Objets d'Art in the basement of Val Castle drop 0 XP, but lots of gil and AP.
* They can be instantly killed by soft needles (or any other petrifaction cure).
* [BLU] Blue Mages can simply vaporize them with Level 5 Death, which makes grinding much less tedious.
* [CHM] Chemists are the only class that can equip the hidden Angel Robe in Val Castle.
* [TIM] Time Mages should get the Teleport spell in Val Castle; it's the only source of it in the game.
* [KGT+MYS] The Great Sword in the moat of Val Castle is the best sword you're gonna get for quite a while.
* Drakenvale itself has some fantastic loot.
* The Dragon Zombies here are tough, but can be easily defeated by Phoenix Downs or other anti-undead measures.
* They commonly drop Dragon Fangs, which sell for 2500 gil each!
* [CHM] Dragon Fangs are also invaluable for endgame Chemist shenanigans; you'll want to grind a few of them.
* [CHM] If you plan on killing Omega with your solo chemist, you'll want 40+.
* [BST] Beastmasters should make sure they get the Coronet here, which doubles the success rate of !Control.
* The big prize is the Bonemail, which you can find on a skeleton near the top of Drakenvale.
* It's a medium armor with sky-high physical defense and immunity to death, poison, old, charm, and berserk.
* It also makes most healing magic hurt (though instant death effects like Doom, Death Sickle procs, etc will now full heal you.)
* You can also get around this with elemental absorb: flame rings are particularily good since Bonemail also confers fire weakness.
* [BLU] The Blue Mage's White Wind spell can still heal Bonemail wearers, because !Blue wasn't good enough.
* [MYS] Bonemail is particularily disgusting on a Mystic Knight with Drain Sword, which still works.
* Bonemail is otherwise best against random encounters, bosses that mostly attack physically, or bosses that mostly use status spells.
## Dragon Pod/Hiryuu Plant
* 12000 HP, summons 100 HP adds that inflict various status effects.
* Most parties will either clear adds with heavy AoE, or abuse the plant's lack of Heavy.
* Worst case scenario: the Bone Mail shuts down almost everything the plants and flowers have.
* Only the second flower from the left inflicts an aliment (paralyze) that the Bone Mail doesn't nullify.
* The flowers themselves have no status immunities, which is nice to know if you have to reply on the Bone Mail.
* [MNK] This battle is probably the Monk's last gasp at viability: repeatedly clearing tiny adds is what they're best at.
* [BLM|SUM|NIN] Any powerful target-all spells or scrolls will lock the plant into resummoning its adds.
* [BLU] The plant isn't Heavy, so you can just end this fight with a Death Claw.
* [BER] If you can clear out the adds, your Berserker will eventually kill the plant with a Death Sickle.
* [BST] Aquathorns from the swamps around Val cast an instant death spell when !released, which will work.
* [BST] It's only single-target, so kill the flowers manually first.
* [BST] If you don't want to walk out, you can catch a Skelesaur right here in Drakenvale.
* [MYS] Drain Sword bypasses the no-healing property of Bone Mail, allowing for an effortless Mystic Knight solo.
* [CHM] You can hit the plant with a Death Potion (Dark Matter + Phoenix Down) for a 100% kill.
* [CHM] If the rest of your party is good, though, it's a waste of a dark matter.
* [BRD] Bards can Stop all the flowers at once with !Sing.
* [RDM|WHM] In extremis, you can neuter the paralyze flower by Confusing it.
## Surgate
* You can visit Surgate Castle at this point, but most parties shouldn't bother.
* [BRD] Bards, however, can learn the incredible Swift Song at Surgate now.
* [TIM] Time Mages can find the Float spell at Surgate, just in time for W2 Exdeath.
## Boatamesh & Enkidu
* 8888 HP, mixes up physicals with Missile and Death Claw. Summons Enkidu at 4000.
* Enkidu has 4000 HP and uses various blue magic, including the completely infuriating White Wind.
* Kill Enkidu first, but watch out for his ability to Vampire for obscene damage when you do.
* [BLU] Gil's level 31 and not Heavy. Dark Shock + L5 Death ends this fight instantly.
* [CHM] MP draining Gil won't stop him from summoning Enkidu, but it will shut down his offensive casting.
* [TIM|WHM] Silence from a Time Mage or White Mage will shut down Gil's offense, but Blue Magic can't be silenced.
* [MYS] Mystic Knights can nail Gil with a Silence sword. He can still cast Blue Magic.
* [THF] Make sure to steal a Genji Glove from Gil, if you have anyone who can equip heavy armor.
* [BST] You can !Control Enkidu lol. WhiteWind the party or just have him Hurricane himself.
* Enkidu has no immunity to instant death, stuff like !Ianuki, Death Potions, Death Sickles will work on him.
* ...neither does Gilgamesh, now that I think about it. Poor guy.
## Shield Generator/Barrier Tower
* The Barrier Tower is a fairly obnoxious dungeon with a lot of loot you want to grab.
* Anyone with a caster should make sure to get the Gold Hairpin, which halves MP consumption.
* [BLU] Blue Mages can learn Time Slip from Travelers, though it's of somewhat limited utility.
* [BLU] Level Trickers can cast Level 4 Graviga here, if you missed it from Ronka.
* [KGT] Knights can obtain the Blood Sword here, a weapon which drains HP from its target.
* [KGT] Note that it's nearly useless since it only has 25% Accuracy, AND is treated like a magic spell for Multipler calculations.
* [THF] Thieves can get an invaluable Flame Ring from the Red Dragons in trapped chests.
* [THF] You can flee from a monster-in-a-box to reset the encounter if your steal fails.
* [THF] ...or if you're a nutter and want 4 of them.
* [THF] ...or as many as you want to sell for gil while grinding out flees for the Chicken Knife.
* The first Gold Hairpin, a helm which halves MP consumption, is available here.
* Most importantly, farm Reflect Knights for their Reflect Ring drop here.
* Unless you have a way to cheese him entirely, you'll need them for World 2 Exdeath.
## Atomos
* 19997 HP, spams comet until someone dies then starts sucking them in.
* Just come in with someone dead so you can at least choose who you have down.
* Revive them right before they get eaten and let Atomos kill someone else to buy more DPS uptime.
* [WHM|CHM] !White or !Mix are the two defensive abilities good enough to possibly let you just tank comets.
* [WHM|CHM] Wouldn't really try it though, unless you have no better plan.
* [BLU] Dark Shock + Level 5 Death.
* [BLU] Yup. Could take a while to actually get Dark Shock to stick, though.
* [BLM|MYS] Sleep (and Sleep Sword) inflict the only aliment that Atomos is weak to.
* [BLM|MYS] Once you have him sleeping, you can just kill him without waking him up with magic or !Mineuchi/!SwdSlap or something.
* [BLM|MYS] !Mineuchi/!SwdSlap is 'fixed' on iOS and wakes sleeping enemies!
* [RDM|KGT] You have a class that can equip swords, which means you can Slumber Sword Atomos if you have to.
* [RDM|KGT] Once you have him sleeping, you can just kill him without waking him up with magic or !Mineuchi/!SwdSlap or something.
* [RDM|KGT] !Mineuchi/!SwdSlap is 'fixed' on iOS and wakes sleeping enemies!
* Most parties without access to a dirty trick can simply win a DPS race against Atomos.
## Post-Submarine Questing
* To advance the plot, take the submarine to visit Ghido's Cave.
* [BLU] While you're there, learn Aeroga from the Enchanted Fan metamorph.
* [BLU] It's by far the most reliable option for Blue Mages to do straight damage.
* Your staff users may appreciate the Staff of Light that sometimes drops from metamorphs.
* Metamorphs will only drop this while in their *base* form. No transforms allowed.
* Farming copies to snap may make W2 Exdeath much easier, but it's also completely mind-numbing.
* [SUM] Summoners will want to stop by the Northern Island to fight Shoat/Catablopas.
* [SUM] Shoat has only 5000 HP and attacks with weak physicals or Drain.
* [SUM] However, he counterattacks with Petrify. Don't feel afraid to back off and cure.
* [SUM] HP Sap like, say, what a Summoner can inflict by snapping a Venom Rod, gets around this.
* [CHM] If you're running low on Turtle Shells for your Chemist, go to the Northern Island where Shoat is.
* [CHM] The Land Turtles here drop more Turtle Shells to fuel your Drain Kiss habit.
## Moore
* Moore town, in general, has some pretty good buys for your casters.
* [BLU+SUM] Air Lancets boost wind damage by 50%, making them immediately useful for Blue Mages.
* [BLU+SUM] Summoners will be able to abuse this too, but not until the last world.
* [WHM] Curaga, Berserk, and Reflect all allow you to cheese fights in various hilarious ways.
* [BLM] YUP. FINALLY YOU GET THE -AGA BLACK MAGE SPELLS.
* [TIM] The various spells Time Mages can learn here are nice, but the real winner is Hastega.
* [BRD] Bards will be happy to find yet another piano in Moore.
* Every single goddamn encounter in Moore Forest is fucking infuriating and you should run from them all.
* [BRD] Exception: bards can spam Love Songs to inflict Stop; every random encounter is vulnerable to it.
* You'll have to make a choice here between the Aegis Shield and the Flame Shield.
* Any party which can actually equip them will want to pick the Aegis Shield, which is much much better.
* Exception: your party has literally no other way to beat the upcoming Seal Crystals fight...
* ...and you forgot to buy the Flame Ring in World 1. A certain famous streamer pulled that one...
## Seal Crystals
* 7777 HP each, not Heavy, virtually immune to %M-EVD subject spells.
* Each crystal casts a spell at <3000 HP: top Fire3, left Aero3, bottom Earthshaker, right Aqua Rake.
* Each crystal also absorbs attacks of its element.
* In general, avoid all-target attacks unless you think you can end the fight in one cycle of casts (cough giltoss).
* None of these are immune to instant death. Your party can simply pick off one at a time that way.
* [BER] If you Mini your own berserkers using the trash encounter in Moore that casts it, they won't do any damage.
* [BER] That way, you can fish for instant death procs without worrying about a crystal's HP being pushed under 3000.
* Parties with reasonable offenses can simply get a crystal close to 3000 HP and try to kill it quickly.
* [WHM] Shelling the party gives you a lot more room to work with here, as a White Mage.
* [TIM] While they're high level and have some amount of Magic Evade, they ARE Graviga-able.
* [TIM] Get !Time on everyone, have one person attempt Graviga, and if it connects, everyone else spams Comet. If not, they just defend.
* [TIM] You need to be fast on the hop after Graviga connects, though, because it sends them right into the panic zone.
* Extremely low-offense parties can equip Flame Rings from Istory back in W1, if they planned ahead for it.
* Being able to absorb the top crystal's Fire3 allows you to pick off individual crystals without worrying about healing.
* You can also get fire absorb by letting the Aegis shield burn, if you forgot to get Fire Rings or are otherwise an idiot.
* Seriously, don't do it.
## Meatcastle
* To save yourself time in world 3, farm a Power Staff from Black Warlocks.
* It casts Berserk when wielded, which has a number of obscure but quite useful applications.
* [THF] Your Thief can also steal a Judge Staff from the very same Black Warlocks.
* [THF] It casts Dispel when wielded, which has a number of not-very-obscure applications.
* Shield-users will appreciate the Ice Shield in a chest here, or at least they would if not for the Aegis.
* [BLU] Magic Dragons cast three Blue Magic spells you theoretically should have, but may have missed:
* [BLU] Aeroga, Guard-off, and Level 2 Old all had slightly annoying conditions to obtain the first time around.
* [RAN] You'll have to walk in lava to get the Gale/Hayate bow here, but it's worth it.
* [KGT] The Blizzard knightsword isn't very good, but in conjuction with an Ice Shield it lets your Knight heal themself.
* [NIN|THF] Ninjas and Thieves will appreciate the Double Lance weapon in a chest near the end.
* [SUM] Summoners can get the Carbuncle summon by defeating it in a small boss fight after the final save point.
* [SUM] Carbuncle is almost impossible to kill, but transforms into a weaker healing form after casting 3 spells on you.
* [SUM] The healing form is not Heavy and is vulnerable to Stone. Just wait for it and cast Shoat.
## Castlemesh
* 13000 effective HP, spams the same old Blue Magic + new status aliments.
* Totally optional, if you don't need Excalipoor or the Genji Helmet.
* He won't show up in the Void or to help you fight Necrophobia if you skip this, though.
* [BST] Beastmasters can go downstairs and grab a Yellow Dragon, which will carve off 8192 HP from Gil.
## W2 Exdeath
* 32768 HP; phase transition at 16000 and 7000 HP remaining.
* Classes without a strong way to cheese this fight should bring Reflect Rings, which...are no longer obtainable. Hmm. Hope you paid attention in the Barrier Tower!
* If you're foregoing reflect rings, don't have a level divisible by 3, unless you want to eat L3 Flares (they're non-elemental, so don't get cute with Flame Rings).
* If you *are* bringing reflect rings, going in with a level divisible by 3 will cause Exdeath to blow himself up.
* [WHM] Make sure you keep Protect/Armor up; Exdeath's Vaccum Wave physicals can be surprisingly nasty.
* [WHM] Remember that you can't actually heal party members with a Reflect Ring, unless you have a way to also Reflect Exdeath.
* [WHM] Setting Berserk on your own characters may help with the mad rush to take his last 7000 HP.
* [BLU] Level 2 Old totally works on this guy and totally neuters him, haha.
* [BLU] If you bothered getting Level 3 Flare, that's solid damage at this point. Otherwise just Aeroga spam.
* [BLU] Alternatively, if you know the timing well (or are watching his level in memory), once Old ages him to a multiple of 5, just give him the SKULL (with Level 5 Death).
* [TIM] Do not use Slow. Exdeath will simply counter with Haste, which overwrites Slow instead of neutralizing it.
* [TIM] If you can Reflect Exdeath and bounce a Slow off your own party, his Haste counter will bounce off too!
* [TIM] Do use Float on your party to avoid Earth Shaker; even if he uses 100Gs it wastes a turn.
* [SUM] Make sure you keep Golem up; Exdeath's Vaacum Wave physicals can be surprisingly nasty.
* [BST] Releasing four Yellow Dragons (8192 damage each) will instantly kill Exdeath, if you're willing to go to the trouble.
* [NIN] Consider !Throwing your Excalipoor or Magishuriken to get past Exdeath's last 7000 HP, if Meteor is crushing you.
* [MYS] Mystic Knights may have luck with applying Drain Sword and just trying to DPS race Exdeath.
* [BRD] Going Super Saiyan on Exdeath with bard songs is technically possible but tricky, unless you have a way around Condemn.
* [CHM] Dragon's Kiss (Dragon Fang + Maiden's Kiss) blocks Condemn, allowing you to go Super Saiyan in peace if you feel like it.
* [CHM] Exdeath is weak to Holy; chugging a Giant's Drink and then spamming Holy Breath (Dragon Fang + Holy Water) works.
* [CHM] So does good old Drain Kiss spam, if you're still good on Turtle Shells.
* Staff-wielding parties can grind for Staff of Lights in Ghido's Cave; snapping them will allow you to do massive Holy damage to Exdeath.
* This also takes forever and should very much be treated as a last resort.
* If you're still relying on the Healing Staff, remember that it won't work on anyone wearing a Reflect Ring.
* Consider carefully what secondary loadout you give your Aegis Shield user; if things start going south they will likely be the one responsible for saving the fight with revives/healing.
## Antlion
* 8100 HP, Bartz and Krile only.
* Pain in the ass if your offense is slow, since he spams Dischord (level half) which makes it slower.
* Unless you had the foresight to farm a Power Staff in Meatfort. It casts Berserk when wielded.
* [RDM|WHM] Berserking him and dealing with the physical attacks is probably the easiest path with a White Mage.
* [RDM|WHM] Blinding him would also basically neuter his offense.
* [RDM] Red mages will have to get Berserk from the Power Staff.
* [BST] If you didn't plan ahead, the only available !release is from the trapped chest in Tule's training house.
* [BLU] 1000 Needles at least isn't affected by your levels. 8 and spare change will kill Antlion.
## Did You Get The Chicken Knife?????
* I've put an entire entry in here to remind you to get the Chicken Knife.
* It's in a hidden passage behind the shed next to the Pub in Moore.
* If you play like I do, the Chicken Knife is probably at 127 power already.
* Otherwise just run away from random encounters under fast-forward until it is.
* [THF|NIN] You can also find a trapped chest and repeatedly !Flee or !Smoke out.
* [THF|NIN] There's a conveniently trapped chest that you can pull this on in the next dungeon.
* [THF|NIN] Also, if you were smart, you can use the trapped chest in the Beginner House in Tule.
## The Great Pyramid
* To get in, you'll have to beat 2 5000 HP Gargoyles which use physical attacks.
* They revive each other, so you need to kill simultaneously or use debilitating effects.
* [WHM|RDM] White magic is particularily strong here.
* [WHM|RDM] You can use Blind, Protect, and Blink to completely shut off their offense.
* [WHM|RDM] Then simply Berserk them to stop them from reviving each other and go to town.
* For subsequent rematches: you can always use a Magic Lamp Odin to kill them.
* [THF|NIN] Because of the Lemures and knockoff-Omegas in here, !Flee and !Smoke are really good.
* [BRD] Many of the random encounters in here are Undead, making Requiem very handy.
* The Black Robe you can find in here is probably the best caster armor in the game.
* [BER] The Earth Hammer, an axe you can find here, is very powerful with a mage secondary.
* [BER] On the SNES, it's possible for a berzerker to underflow into 255 magic.
* [DNC] Another Ribbon can be found in a chest late in the Pyramid.
* [CHM] There are total of six Dark Matters in a chest here, which should be more than enough.
* [CHM] If you need more, Prototype Island close to Crescent is still around.
## Melusine
* 20000 HP, swaps between thunder/ice/fire/physical weakness.
* When in elemental-weak form, has stupid physical defense and spams the NON-WEAK elements at party.
* When in physical-weak form, has 0 defense/evasion.
* Always begins weak to fire.
* Your Chicken Knife wielder will always be able to pierce her physical defenses.
* Reflect Rings make it impossible to die, but be aware it'll let her heal herself occasionally with absorbs.
* [RDM|WHM] Congratulations, you've found the one time in the game the !White spell Libra is useful.
* [RDM|WHM] You can also neuter her offense with Shell, or stick Silence onto her.
* [BLU] The Blue Mage !Scan ability will let you determine which form she changed to.
* [BLU] Aqua Rake is non-elemental, giving you a way to hit the magic-vulnerable forms.
* [TIM] Your Time Mage can Stop or Slow her once she's in a vulnerable form.
* [MYS] Silence Blade will always work on Melusine, which makes the fight easier to just bum rush.
* [RAN] !X-fight ignores enemy defense; spamming it with the Chicken Knife lets you ignore fight mechanics for this boss.
* [RAN] (also, most of the rest of the game)
* Defense-piercing fist/katana criticals will work well against her.
## Sealed Castle
* You'll have the choice of 3 legendary weapons at first in the Sealed Castle, plus 3 more per tablet.
* The Assassin's Dagger is the only really multiclass one, but it's real good (bring it to cheese twintania).
* [KGT] Excalibur has the highest Power of any easily obtainable weapon and is Holy elemental. No-brainer for Knights.
* [NIN] The Hardened Dagger is really good, espeically if your Ninja isn't your Chicken Knife user.
* [DRG] The Holy Lance is a solid option for your dragoon, though dragoon is kind of a falling-off class at this point.
* [BER] The Rune Axe is kind of a mediocre choice for your Zerker...unless you have a magic-using seconary ability.
* [SAM] Masamune is dumb dumb dumb. Guaranteed initiative + use item for haste. Especially funny with !Flee or !Smoke. Get it.
* [RAN] Yoichi's Bow's selling point is the defense ignoring proc, but...aren't you using !x-fight?
* [RAN] In fact, aren't you just using the chicken knife with it?
* [BRD] Apollo's harp is kind of niche, but it's not a bad choice for your third tablet if you have no better options.
* [BRD+CHM] Chemists have the ability to turn things into dragons so Apollo's Harp can wreck them, which is at least funny if not practical.
* [BRD+CHM] EDIT: i got this combo last year and it's actually incredibly practical
* Any rod-using class can equip the Wizard Rod, but it's best on Black/Red Mages because of its omni-elemental boosts.
* (Summoners prefer the Air Lancet to boost Syldra).
* Very few staff-using classes have a use for the Sage's Staff, frankly.
* [CHM] Though the Sage's Staff lets you butcher the Exdeath Souls right outside for Dark Matter (assuming the Pyramid was too rough).
* [BST] The Firebute is basically garbage, though it out-performs the other two end-game whips if they're not hitting a monster-type weakness.
* [GEO] The Gaia Bell is actually garbage.
## Aviation
* There are a lot of interesting things to do now that you have a working Airship.
* In a forest on an island to the south of the world, you can visit the Phantom Village.
* The stores there sell stupendously valuable gear, with a price tag to match.
* The Weapon shop is disappointing, since you just got done raiding a cache of legendary weapons.
* The Magic Shop sells some fantastic spells, if you have White/Black/Time Mages.
* [WHM] Arise and Dispel will both come in handy in upcoming boss fights.
* [BLM] Black Mages kind of get the short end of the stick with Doom and Aspir.
* [TIM] Quick is fucking obscene, even without Venom Rod abuse. Just bring a Gold Hairpin.
* The Accessory Shop sells WingedShoes/Hermes Sandals for 50K each.
* They grant Haste and Stop immunity and are a steal at 50K. Buy 3; there's a free one later.
* [BRD] The last Piano also happens to be in the Phantom Village, hidden carefully. Sneaky.
* Lastly, don't forget the Thief's Knife at the bar, which lets anyone steal from enemies.
* You can grab Boko back from where you parked him near Ghido's Cave.
* You can ride him all the way to the top of Istory Falls, to find the Magic Lamp.
* The Magic Lamp allows non-Summoners to use summons, with some conditions. It's vital.
* [SUM] Summoners get a pretty damn good prize too: in Faris' old hideout, you can get the Syldra summon.
* [SUM] When boosted with the Air Lancet, it's the strongest summon in the game. Better than Bahamut or Leviathan.
* [SUM] You can also visit Val Castle's basement to get the Odin summon, but you could also just Magic Lamp it.
* [BLU] Blue Mages can and should learn Mighty Guard from Stingrays, a rare encounter in the water south of the huge desert.
* [BLU] It's a Control-only spell, so the easiest way to pick it up is with a Beastmaster.
* [BLU] Otherwise, you'll have to Confuse it with White Magic/!mix, or use a Dancing Dagger.
* [BST] The Stingray, a rare encounter in the water south of the huge desert, has the strongest whip in the game as a drop.
* [BST] Of course, it's a rare encounter and a rare drop, so you may want to skip it.
* [BST] If you're on the NA version of the GBA port, you can use the Quicksave trick to get guaranteed Stingrays.
* [BST] Bring a captured Zombie Dragon to poison them, then hold them down with !Control to watch them slowly bleed out. You monster.
* [BRD] The Minstrel in Crescent Island will teach you the PowerSong/Sinewy Etude if you've hit seven pianos.
* [BRD] If you've hit all eight, you'll also get Hero Song/Hero's Rime.
* [DNC] Your Dancers (and Equip Ribbon-havers) will appreciate the Ribbon a girl in Regole will give you.
## Island Shrine
* Consider carefully whether you actually need to do the various optional World 3 dungeons; many parties do not.
* It is also required for Fork Tower and thus Istory Falls and the Deep Sea Trench.
* [THF] The Island Shrine contains the Rising Sun, the best thief weapon in the game (oh boy!!).
* [THF] Mirage Vests, which grant natural Blink, can be rarely stolen from RedHarpy/Oisearare.
* [BST] If you're coming, the Beastkiller whip is situational but decent for your Beastmaster.
## Stoker/Wendigo
* 20000 HP, uses physical attacks and Hurricane/Mind Blast/Confuse.
* Attacking the wrong one does no damage.
* They respond to multi-target attacks with an Ice-element counter.
* If you have Fire Rings or Ice Shields, you can just blast away to your heart's content.
* [THF] Thieves can steal an Ice Shield from Slownin enemies in this dungeon.
* [WHM] Your White Mage can simply Shell up and heal through the counterattacks.
* [BLU] With Mighty Guard and White Wind, you kind of don't care about the counterattacks.
* [BLU] See if you can learn Mind Blast from the Wendigo while you're here.
* Otherwise, just use trial and error with powerful single target blows.
## Fork Tower
* Consider carefully whether you actually need to do the various optional World 3 dungeons; many parties do not.
* The Defender in Fork Tower is a Knightsword that might be interesting if Excalibur didn't exist.
* It can be used as an item to cast Protect, which may be useful for certain very squishy parties.
* Many rod-using parties can take good advantage of the Wonder Rod in Fork Tower, especially if they lack !White.
* [WHM] Fork Tower is the only way to learn Holy, which gives White Mages (fantastic) offense if required.
* [BLM|MYS] Fork Tower is the only way to learn Flare for Black Mages (eh) and Flare Blade for Mystic Knights (!!).
* [MYS] Mystic Knights can also use Holy Blade, which is useful-ish like once (Twin Tania) but it's really funny.
* Classes that need no special Fork Tower loot will often want to skip it, since frankly Istory Falls and the Deep Sea Trench suck.
## Minotauros + Omniscient
* Dual boss; you have to split up your parties for this.
* {"Minotaur is easy even for mages"=>"just whittle him down with Chicken Knfie and potions."}
* Just don't be afraid to back off on dps, since he counters with more physical attacks.
* Omniscient Resets if a physical command is used on him, unless silenced or berserked.
* SILENCE AND BERSERK DO NOT WORK IN THE IOS VERSION
* His entire offense is neutralized by Reflect Rings, but you still need a way to kill him.
* [WHM] White Mages can simply land Berserk on him and then spam Blink.
* [WHM] The latter bit is important, he hits like a freight train loaded with bricks.
* [GEO] http://i.imgur.com/JkwTg5O.png
* [CHM] Offensive mixes will cause Omniscient to reset the battle.
* [CHM] That said, you can just berserk + blind him trivially.
* SNAPPING RODS COUNTS AS A PHYSICAL ATTACK (somehow)
* Failing any other way to do this, there are three general strategies.
* 1) With Reflect Ring+Mage Masher reflect Silence onto Omniscient by attacking yourself.
* 2) With a Reflect Ring+Bone Mail, just wait for him to impale himself on yourself.
* 3) With a Reflect Ring, wait out his 30,000 MP. This may happen before (2) does.
* All of these options are Super Bullshit 64 and you should seriously consider if you need to do Fork Tower at all.
* Also, none of them work on the mobile or Steam releases.
## Deep Sea Trench
* It's pretty rare for any Fiesta party to care about the Deep Sea Trench. Consider skipping it.
* [BRD] Bard parties might appreciate it solely for the novelty of vaporizing its 100% undead inhabitants with Requiem.
* [BRD] Not a bad way to grind out XP/AP/gil, but you've got Bard. Why do you need to grind?
* [MNK] Monks can get the Kaiser Knuckles here, which turns their damage from pathetic to pretty bad.
* [MNK] It also locks them out of the Hermes Sandals.
* [MNK] hahaha
* [TIM] Meteor is locked behind the Deep Sea Trench for your Time Mage, which is probably the only time I'd do it personally.
## Three Stooges
* 13333 HP each, primarily attack with not super dangerous black magic.
* The only real reason to fight these guys is if you have a Time Mage, for Meteor.
* They're Undead and not Heavy, so you can one-shot them with Phoenix Downs...
* ...but they'll revive each other, so you need to either stun then or use target-all.
* The easiest way to do this is to summon Odin from the Magic Lamp for a triple kill.
* [BRD] The Bard's Requiem song is, as you might expect, completely disgusting here.
* [WHM] Don't forget that White Mages can spam target-all Curagas on them.
* [BER] If you're going to fight it out, for the love of god kill/blind your berserker.
* [BLM] Be careful with group-cast black magic: each stooge absorbs the element he uses.
* [MYS] If you can volley three off at once, you can kill them instantly with Break Blade.
## Istory Falls
* Istory Falls isn't useless per-se: there's a lot of good loot in here, but it rarely makes or breaks a run.
* [SUM] Summoners learn Leviathan here which is...completely useless due to the lack of water-boosting weapons.
* [SUM+CHM] ...unless you have Chemist, whose Elemental Power mix can boost Water spells. EP Leviathan is the second strongest spell and strongest AoE in the game!
* [RDM] Red Mages will, uh, 'appreciate' the Rune Blade here, which might make them better at killing things than, like, a geomancer.
* [RDM] On second thought, nah.
* [BLU+RDM] The Enhancer available in Istory Falls boosts Magic for your Blue or Red Mages.
* [MYS] The Enhancer available in Istory Falls is the best Spellsword-compatible weapon that's not a chicken knife.
* [MYS] That said, A) you probably will be using the chicken knife, and B) you can get more in Exdeaths' Castle.
* [RAN] Rangers can get the Artemis Bow here, which is a bow that's actually still worse than !x-fighting with the Chicken Knife.
* [RAN] If you've got a second !x-fighter who's using a chicken knife, it's a good consolation weapon though.
* The Aegis Shield here is the real reason to run Istory: having two Aegis Shields is huge.
* It may or may not be worth grabbing a second: you'd have to have two shield users or Equip Shields.
* And it might be a whole lot of extra work for not that much benefit.
## Leviathan
* Why are you here? The only thing he drops is the Leviathan summon.
* It's not even better than Syldra, unless you have a Chemist to mix elemental power.
* ...but then you'd have a Chemist, anyway.
* If you insist on fighting this out, bring Coral Rings.
## X-Zone/Interdimensional Rift
* The various zones in the Interdimensional Rift are primarily just filler.
* I'm trying to think of anything interesting to say about these zones or the trash in it.
* Three things: get the Coral/Angel Rings in the Caves, get the Ribbon in the Forest, and, uh...
* ...what's the third one there? uh, not the EPA.
* I can't. The third one, I can't. Sorry. Oops.
## Calofisteri
* Wait, it's the Department of Energy!
* Bonemail + Hermes Sandals literally make a character immune to Calofisteri's entire moveset.
* Just hold down the Fight button and make a sandwich.
* Left to her own devices, she will spam Reflects and then start bouncing debuffs and buffs off them.
## Omega
* Optional superboss; there is no reason other than bragging rights to try this.
* To pull this off at a sane level, you need both a way to neuter his offense and a way to actually hurt him.
* [BRD] Omega is vulnerable to being stopped by the Bard's Love Song.
* [BRD] Two hasted bards can keep him locked while a third sings your speed up to 99.
* [BST] Beastmasters can release Yellow Dragons for 9999 each.
* [TIM] Meteor and Comet deal unaspected damage and ignore reflects.
* [TIM] Unless they roll fantastically high, however, they'll get completely nullified by his sky-high MDefense.
* [CHM] Chemists can mix a Split Shell/Turtle Soup to decrease Omega's defense and magic defense.
* Without cheese but with good sandbagging classes like WHM or BLU, you can try to fight it out normally.
* That said, many parties won't even have a way to damage him through 190 defense and elemental absorbs (or his 95% physical evasion).
* [MNK|SAM] Barehand and katana criticals ignore physical defense.
* [BER] Axes quarter enemy defense, making it possible to hurt Omega with any strong axe.
* [BLM] Black Mages can reflect a Thundaga off friendlies to beat Omega's innate reflect.
* [BLM] This doesn't trigger Omega's brutal counter script, making Black Mage one of the only choices for winning a straight up fight.
* [BLU] Blue Mages can chip Omega down with Thousand Needles. 1000 HP at a time.
* [MYS] Thundaga Sword will do 9999 damage to Omega.
* [RAN] The Ranger's X-Fight/Rapidfire ability ignores physical defense and is guaranteed to hit.
* [RAN] It'll provoke two sets of counter-attacks, though!
* [DRG] Dragoons can chip away with the Trident, a spear that does lightning damage.
* [SUM] Summoners can penetrate Omega's defenses with either Ramuh or Odin.
* [SUM] Ramuh will deal superior damage unless you don't have a Thunder Rod.
* [KGT|RDM] Anyone who can use a sword can...technically damage Omega with the Coral Sword.
## Apanda
* 22200 HP, Byblos 2.0, counterattack routines and all.
* You have a few more options available to you than against Byblos, though...
* Keep a weak weapon on hand to break the Confuse status effects he inflicts.
* Any source of Fire damage will let you put him down very quickly.
* [WHM|RDM] White (and Red) mages can Berserk and Blind him, which pretty much neuters him.
* [SUM] Casting Ifrit on him causes him to waste a few turns and disables his counterattacks.
* [BST] You can blast through him (and basically everything else in the castle) by releasing a Great Dragon.
* [BST] You can find them in the Caves in the X-Zone, and they !release for 9999 damage.
## Exdeath's Castle
* If you have AoE, the 2x Sword Dancer + 2x Death Claw encounter in the lobby is fantastic experience/AP.
* [MYS] You can rare steal/thief knife an Enhancer Sword from the Sword Dancers, but it's not usually useful.
* [MYS] Spellsword + Chicken Knife is such a dumb, dumb combination.
* Make sure you grab a Hermes Sandals from a treasure chest in the Castle; that's 50k gil saved.
* [DNC] If you still need Red Shoes or Rainbow Dresses, there's one of each in the downstairs cells if you fight the Jura Avis.
* There is a room in the castle that only has fights with Iron Giants.