Detalhado - 1° parte
-------------------------------------------------------------------------------
Chapter 1: 4 Boys Fall Into a Cave...
-------------------------------------------------------------------------------
Chapter One will see the Light Warriors accidentally realizing their destiny,
Lifting a curse of an evil dude of fire, Receiving (and destroying) an airship.
You're party will climb to the top of a mountain to find an amnesiac warrior
only to jump all the way down afterwards.
-------------------------------------------------------------------------------
1) Ur Cave enemies: Goblin, Eyefang, Carbuncle, BlueWisp, Werewolf
It seems evil has reared its ugly head upon the world, again. So who
do they summon the services of, the strongest and most skilled legions of men
and women across the land? Nah. You get to guide four amberdextrious, orphan
(so you get to name them) identical twin (okay, technically they're quadruplets)
boys on their way to victory over the ultimate evil. Anywho, it seems these
four children seemed to be walking along minding their own business when they
suddenly dropped into a cave. After recollecting their thoughts, they got up,
and started examining the setting. It is now that they are confronted by a few
GOBLINS. Their wussiness is great and they are easily dispatched. But they can
do respectable damage if they chose to pile up on the same warrior. You can
pile up on the same goblin if you wish- after you kill the target, somebody
assigned to fight it will move on to another enemy, unlike previous FF
adventures.
After defeating them, be sure to collect the first two chests you come
to, a POTION and LEATHER SHIELD lie within them. As you walk along the path,
one of the character is your party mentions the suspicious-looking rock. Push
it by facing it and pushing 'A.' The path will open. Get the LEATHER SHIELD in
the chest just to your right. Now go to the doorway you see. Take the very
first left path you come to a chest holding a SOUTHWIND. Go back and take the
right path to come to a chest with a POTION. Go back and go straight up to get
a POTION in a chest. Take a right from there and some trusting soul will
suggest drinking from it. Do so to return to prefect health. The chest above
the spring holds a SOUTHWIND. If you go left for a while, you'll notice a
door. Don't enter it yet. Instead, build up your characters till you reach
level 4, 5 would be even better.
Whenever you think you're ready, go through that door mentioned in the
previous paragraph. Proceed toward the WIND CRYSTAL. While doing so, you'll
be attacked by the one who guards the crystal.
BOSS: LandTrtl. Difficulty level: 1.5 Recommended level: 4-5
HP: 120 Weakness: Ice
Don't use any items unless you really have to. Save your ice stuff. Just keep
attacking it. If somebody gets weak (kneels when HP goes less than 1/4 max),
move 'em to the back row by pushing the Right key and selecting. Eventually,
it will fall.
After completing the task, you are to speak to the Crystal. Yer not
allowed to proceed any further on this journey until doing so. Speak to it,
and it will grant you its powers, the jobs FIGHTER, MONK, WHITE WIZARD, BLACK
WIZARD, and RED WIZARD. Watch the scene and walk your way to the star that
lies just above the Crystal. It'll warp ya out of the joint.
Now it's time to ditch the ONION KID distinction and change jobs. One
must unequip all if one wishes to change from one job to another. At this
point in of the game, I'd recommend a FIGHTER, MONK, WHITE WIZ, and RED WIZ in
that order. Now re-equip everything and head back into the cave you just came
out (you may want to get a couple stalves for a white wizard the town).
After entering, go down the path. Walk through that suspiciously long
inlet you see through a false wall (plenty are the false walls in this game).
You'll find yourself in a room with two chests, 1000 GIL each. Get out the
same way you came in and through the doorway you see. Walk along this path
collecting the various treasure you find (COPPER RING, 2 LONG SWORDS, NUNCHUCK,
and SLEEP SPELL). Give the swords to your fighter (both of them) and the ring
to a mage. Don't give the nunchuck to a monk, yet. Now retrace your steps out
of this cave.
UR Inn Free
------------------------------------
WEAPONS: COST: ATTACK: HIT%
------------------------------------
Knife 20 6 85%
Dagger 60 8 85%
LongSword 100 10 80%
Staff 40 3 50%
Nunchuck 60 12 70%
------------------------------------------
ARMOR: COST: DEF: EVAD%: MDEF:
------------------------------------------
Cloth Outfit 50 1 0% 1
Leather Outfit 95 2 1% 2
Leather Helmet 15 1 1% 1
Leather Shield 40 3 3% 3
Copper Ring 80 1 2% 1
------------------
ITEM: COST:
------------------
Potion 150
Eyedrop 40
Antidote 80
----------------------------------------------------
MAGIC: COST: EFFECT: BUY?
----------------------------------------------------
W Pure 100 Cures poison status Yes
After getting out of the cave, you no doubt see a town south of you.
It's probably a good idea to make your way towards it. First, go into the door
marked INN and plop into a bed- it's free here. When your stay is over, walk
out. You'll notice your HP/MP are completely restored. Pretty good for ten
seconds' sleep, isn't it? Anyways, now go by the inn (you should buy the PURE
SPELL from the magic shop for a white/red wiz at some point soon. Walk right
at the second row of flowers through the trees to find 3 POTIONS down the well.
Get out of there and and head right and upward through a path in between trees.
At the edge of the patch of grass you'll find a POTION. Now head by that older
guy in the grass. Follow that path, which contains enemies like Killer Bees,
into the house. Search the pots to find a couple of ANTIDOTES. Next, pull the
torch, just as that guy advises, to find treasures like a LONGSWORD, 2 LEATHER
OUTFITS, DAGGER, and CURE SPELL (give to white wiz, if you don't have one, red
wiz). Leave the house and go to the trail of grass below it to find a POTION
at the edge. I would stick around this area for a while to build up experience
and skills, until level 6, 7 if you're patient.
After staying at the inn at Ur (it's free in case you've forgotten) and
buying some items from the item shop held within the wall of the inn. When you
buy items, or anything for that matter, buying four saves you roughly 10
percent. Buying ten saves you about 40 percent. Get four POTIONS, ANTIDOES,
and 10 EYEDROPS. Now make your way to the armor shop. Buy the best stuff you
can, like leather vests for whoever doesn't have one, rings and what not. Sell
all extraneous equipment (this means the shields and clothes). Get to the
weapon shop and get some a NUNCHUCK for a monk (NOW equip them in both hands),
and two staves for the white wiz. Sell your crap and move on to the other town
(you may want to stop in the elder's house here, it's where you live I
believe).
Now that you're ready for the next part of the game, go south to the
nearby town of KAZUS. Talk to that dude by the fire, and you'll find that
this place is having some problem with ghosts. Everybody here was turned to a
ghost because of a curse put upon the town by some jerk named JINN. Go to the
inn, and head over to the ghost who's just standing still. That would be Cid,
the skilled airship mechanic. After speaking to him, you'll be enlightened of
an AIRSHIP hidden in the DESERT just west of Kazus. Leave the town, but before
doing that, go to the unmarked building you see close to the magic shop. That
row of grass (the row without any stones), leads to some pretty interesting
stuff if you head leftward (ZUES' RAGE and MITHRILL HELMET to be exact) into
the trees. Now you may leave.
When you find yourself outside the town, head west to that patch of
desert Cid was talking about. Walk straight to the airship's steering wheel
and face it. Press 'A' and you get to fly around the area (it's not to big as
you can see). Go northwest of Kazus to find SASOON CASTLE. Enter the castle
at once.
Important new stuff in Sasoon Castle:
WEAPON: COST: ATTACK: HIT%:
-----------------------------------------
Wooden Arrow (2) 6 90%
Holy Arrow (5) 13 85% <--- Holy elemental
Bow (50) 5 90%
W.Slayer Sword 1000 15 80% <--- Holy elemental
It seems Jinn's curse has victimized this place as well. Head up a
couple screens upon your entry until you fond yourself in a room with those two
chests holding 1000 GIL each (they're not hard to reach). Now go up the stairs
and through the other doorway too find a LEATHER SHIELD and ICE SPELL waiting
for you in chests. From there, you can go to the throne room, where you can
discover the location of Jinn (SEALED CAVE to the north). You'll also find out
that PRINCESS SARA is the keeper of a MITHRILL RING. Sara was supposedly
captured by Jinn, and the king wants you to track her down. The ring Sara
holds can capture Jinn when he is weak enough.
From the throne room, go down a few screens so you can get to the
castle's towers (NOTE: in the castle's towers, enemies such as DARKEYE and
ZOMBIE will attack). In the right tower, you'll find 20 HOLY ARROWS 40 WOODEN
AROWS, A POTION and a BOW in chests. The red and black wizards can make use of
some bows and arrows, equip them if you want to. Head back down stairs as far as
you can go, but before that you should take a snooze in the bed that's at the top
floor. After you go down, head to the left tower. As you make your way up the
left tower, you'll encounter upon treasure such as 20 HOLY ARROWS, and 20
WOODEN ARROWS. At the top of the left tower, there is a chest containing a
WSLAYER SWORD. This is a holy elemental sword that only red mages can equip.
When you first stick your head in the chest and take sword, a Griffin appears.
Not hard at all, just go at it with you best attacks (NOT your SOUTHWINDs), and
it'll die in a hurry (100HP?). It's probably a good idea to bash the undead
monsters of this tower to build up because you've a sword specialized for
keeping the undead at bay, and your white wizard's Cure spell hurts the undead.
Leave whenever you want to, and get back to Ur to stay at the Inn. Now it's
time to do that cave...
2) Cave of the seal enemies: Skeleton, Mummy, Shadow, Lurawai, CurseCoin
Recommended Level: 7-8
Recommended Party: Fighter/Monk/White Wizard/Red Wizard (Black Wizard?)
As you can see, undead enemies make up the great majority, so it's
definitely a good idea to bring a white wizard (Cure) and red wizard (WSlayer)
along for the ride (but then again, black wiz can use the Holy Arrows). Potions
also hurt undead monsters, but don't use them for that purpose. Walk down the
path-it's pretty straightforward. The first chest you can possibly come to has
a POTION. The second one has a CURE SPELL, which should be given to the red wizard.
Now walk your way to the second floor. The chest within your field of vision has
500 GIL in it. That skull in the top right will reveal a doorway when pushed. That
passage leads to the princess. That ring mentioned in previous paragraphs is in her
safe possession. It is decided that she will follow your party around as you make
your way through the rest of the cave.
In the lower right corner, there lies a treasure chest holding a
SOUTHWIND within. Go back upward and continue following the path as usual.
The other chest in this place contains an EYEDROP. As you make your way down
the path, you'll see Jinn. Heal up before the battle then come fourth...
BOSS: Jinn Difficulty level: 3
HP: 450-500 Weakness: Ice Strong against: Fire (heals him)
The fighter and monk should FIGHT. The white wiz should use a SOUTHWIND in the
first round of fighting, then have him cast CURE on whoever he hurts in all
other rounds. The red and black wizard should cast ICE, which is good for 40-
80 Damage to Jinn each time it's used. This really is an easy fight.
When you've finished him off, you are transported to Sasoon Castle and
Jinn, safely stored within a mithrill ring, is tossed into the castle's
basement pond. Walk around the castle a little bit, and you will see the curse
has been lifted, and the Princess will follow you no more. Make your way to
the throne room and speak to the King. He is grateful for what you have just
accomplished. So grateful that he wishes to help you on your journey over
evil, so he gives you a CANOE. Just as all of us FF1 vets will remember, this
thing allows you to transport yourself across shallow lakes and rivers. You
can't get your airship back without it.
KAZUS Inn: Free
----------------------------------------
WEAPONS: COST: ATTACK: HIT%
----------------------------------------
Mithril Wand 400 5 60%
Mithril Knife 500 10 85%
Mithril Sword 500 17 85%
--------------------------------------------
ARMOR: COST: DEF: EAVD% MDEF
--------------------------------------------
Mithril Armor 350 3 3 3
Mithril Shield 180 5 7 5
Mithril Helmet 130 2 4 2
Mithril Gloves 120 1 5 1
Mithril Ring 120 2 7 2
----------------------
ITEM: COST:
---------------------
Potion 150
Antidote 80
Eyedrop 40
--------------------------------------------------------------------------------
MAGIC: COST: EFFECT: BUY?
--------------------------------------------------------------------------------
B Sleep 100 Makes target so tired they fall asleep and very vulnerable No
B Fire 100 A mild blast of heat hits enemy/s for wimpy fire damage Yes
B Ice 100 A sorta cool rush of cold stuff goes to hit the target No
--------------------------------------------------------------------------------
But anywho, the curse of Jinn is no more. Now would be a pretty good
time to check up on our friends in Kazus, who were victimized by the curse.
All shops are now open for business. As you walk into town, Cid (the airship
dude, remember? Found in future Final Fantasies?) will confront you
immediately. He is going to follow you around for he needs to be in CANNAN.
That's on the southern part of the continent. Just one problem: a big-ass
boulder keeps you from proceeding any further. If you talked to Cid a few
times, you'll get the knowledge of a man named TACA, the town's blacksmith.
But before you talk to him, stay at the inn, which is of no charge once again.
In the pub portion of the inn, there's a kid who tells you to search one of the
walls in the mine. The far upper part of the town contains the mine, you can't
miss it. Walk through the mine- it has a very basic path (NOTE: Some fairly
tough undead monsters such as Shadow lurk within). Go to the very top of the
mine, and search that spot three steps from the left. This reveals a passage
leading to two chests holding MITHRILL SWORDS. Equip them on a fighter and head
out.
Now the time comes to visit Taca. His house has the shortest distance
to the mine (you know, that thing you just came out of) and is unmarked. Go in
and speak to the one who dwells within. This will cause him to install some sort
of battering ram on to your airship so you can make clear the path. Leave the
town, stay at the inn if you want to. Get on the airship and ram into the boulder
that is an inconvenience to you. The boulder will be gone, so will your airship
(doh...). But the sacrifice was worth it for you can now proceed to the next
part of the game. Walk southward and you'll come to a town, CAANAN.
CAANAN Inn 40
--------------------------------------
WEAPON: COST: ATTACK: HIT%:
--------------------------------------
Iron Arrow (5) 17 85%
GreatBow Bow (600) 8 85%
(Mithril Wand)
(Mithril Knife)
(Mithril Sword)
---------------- -----------------
ARMOR: ITEM: COST:
---------------- -----------------
(Mithril Armor) Potion 150
(Mithril Shield) Antidote 80
(Mithril Helmet) Eyedrop 40
(Mithril Gloves)
(Mithril Ring)
--------------------------------------------------------------------------------
MAGIC: COST: EFFECT: BUY?
-------------------------------------------------------------------------------
W Cure 100 Restores several HP to one warrior; some to all warriors No
B Bolt 700 Shocks enemy/s for a little bit of lightning damage Yes
B Venom 700 Gives poison status to an enemy No
B Blind 700 Deals blind status to cut the victim/s Hit % by something No
-------------------------------------------------------------------------------
Just when you head a couple steps into this place, Cid will follow you
no more. He's got personal matters to attend to. Journey through this place a
bit. You'll notice that the shops suck. You should already have this stuff.
The only thing that even comes close to wanting your business is the BOLT
SPELL. Somebody in this place said there was a magician who came strollin'
through and dropped a magic potion or something. Head over to the magic shop
and go up, over to the ladder and into the water. Just follow this path until
you can't (NOTE: every time you step through a waterfall, you'll lose 1 HP).
You should find yourself on an island that's two-square units (it's small).
Search the part you can't walk on, and you'll get an ELIXIR. Now follow the
path out of the river and back onto land. You don't have to do this next part,
but I'd do it. I think it's fun collecting treasure. Anywho, go into Cid's
house which is in the top left corner of the town. Go up to Cid's sick Granny
and give her the Elixir (push 'B' while facing her and pick Elixir from the
menu). The medicine will immediately heal Cid's Granny of whatever sickness she
might have had. Talk to Cid when you've given her the Elixir and he'll tell
you to pull the candle. Do that and follow the path normally to a room
with several treasure chests. These chest hold 20 IRON ARROWS, BLIND SPELL,
FENIX DOWN, SOFT POTION, MIDGET BREAD, GREATBOW BOW, and POTION. Go to that
small ladder in the bottom right corner of the room and walk right through the
false wall. 20 IRON ARROWS, 2 SOFT POTIONS, and a FENIX DOWN await you within
treasure chests. Now get back up into town. I'd recommend selling the weapons
and Blind spell to one of the shops before exiting the town. Head to the
southern portion to lead you to the nest part of the game.
3) Road to the Summit enemies: Rustbird, FireFly, DiveEagle, Ruku
Recommended level: 8-10
Recommended party: Fighter/Monk/White Wizard/Red Wizard (Black Wizard?)
Important thing found on the Road to the Summit:
MAGIC: COST: EFFECT: BUY?
----------------------------------------------------------------------------
W Aero 700 Hit's target/s for a little bit of wind damage No
Upon your entrance to the Summit, you will no doubt notice that big ol'
creature flying to the mountain. Stay tuned. The enemies here are noticeably
tougher than before. The chest in the lower right corner holds a SOFT POTION.
Be sure not to miss the AERO SPELL (for the white wiz), which exists in the
upper right area of this place. The chest close to the path out of here
contains another SOFT POTION. Now head up to that path you see that leads
upward. This will bring you to a higher point on the mountain. Walk up to get
even further up the mountain... Oh wait here comes that dragon again. Darn.
We were doing so well, too. The dragon probably thinks that your party were
intruders or food or something. He'll bring you up to his nest. Your party
comfortably fits in the nest and you have ample room to walk around. This is
one big nest. When you're there, you can't help but notice that flame burning
in the top left part of the nest. Go check it out- nothing else to do. When
you do, a dude will pop out. This dude is DESH. Desh is a warrior who has a
purpose to serve- he just forgot what that purpose is. Some of the townspeople
in Canaan probably said some stuff about him. Soon after you are introduced,
you'll be interrupted and a boss fight will ensue.
BOSS: Bahamut Difficulty level: Yes.
HP: Yes. Weakness: Uhhh... Strong against:
Meet Bahamut. Looks imposing, doesn't he? Desh suggests running away
like a scared person. Good idea. His HP is in the five-figure range. If you
DO happen to somehow beat this guy (by some random act of God or cheating),
the same thing happens as when you run. So do that. It could take a few
tries, but you will pull it off. When you do that, Desh will give you a copy
of the MINI SPELL for it would only be going to waste while in his possession.
Be sure you don't throw the thing away; you can't proceed to the next part of
the game without it. He'll then follow your party around in hope of
discovering just what the hell his purpose might be. You all then jump down.
-----------------------------------------------------------------------------
Chapter Two: Warriors of the Sea
-----------------------------------------------------------------------------
Your party somehow survives the monumental leap from the Summit. You'll soon
get to see even more of the world on which you're currently present. You can
visit a vacant castle, a town in turmoil, a town of the wise and learned.
There seems to be a disturbance in the seas, a whirlpool which nobody can seem
to get past. After climbing a Tower, and eliminating the disturbance, more of
the world still be revealed to the Warriors of Light. But first, it's to a
town of the tiny and seabound vikings who are stranded because of an angry
creature of the sea.
------------------------------------------------------------------------------
Man, what a fall. Okay, you're in some new territory now. Walk into
the small forest next to you, and you'll find a recovery spring there. Use it
if you wish (before you recover, change your RedWiz to a Black Wiz). Talk to
Desh a few times, and I think he'll tell you of an important town with a
maximum height so small, only midgets can get in. Get out of the recovery
spring and head to the southern portion of the large forest in which you find
yourself. Give the Mini spell to somebody who can cast it, and then shrink
everybody. You can shrink your entire party at once by pressing right once to
select everybody (in case you haven't already figured it). But all must be
small. Even if one warrior is of normal size, your access to the town will be
denied (this goes for all other instances for which a change in status in
needed). The town is in the northwest part of the far southern portion of the
large forest south of the spring. If that explanation confused you, just go to
the far southern part of the forest, and walk all over while MINIed. You'll
eventually find yourself in the next town.
TOZAS Inn 80
---------------
ITEM1: COST:
---------------
Potion 150
Antidote 80
Eyedrop 40
---------------
ITEM2: COST:
---------------
MidgBread 200
---------------
-----------------
MAGIC:
(Aero)
(Fire) (Bolt)
(Blind) (Venom)
(Ice) (Sleep)
------------------
TOZAS. This place is tiny. If you talked to Desh upon your entry, he
suggests moving all warriors to the back row because your attack and defensive
power will be reduced to 1, no matter what you're equipping. Good idea for the
only way to fight battles is with magic. If you spoke to some of the locals,
you'd become aware of DR. SCHLECO, who seems to be ill to the point of no
return. His house is in the top left corner of the town. But before heading
there, it may be a good idea to buy some MIDGET BREAD (5-7) from the store that
sells them. They allow you to get a better glimpse of the world as long as
you're on the world map yourself. Now, to the house of the sick doctor. When
you enter this dude's house, go upward down the path. On your way there,
examine the shelves for such interesting treasure as CURE2 SPELL, BURNING STAFF,
CLOTH, MITHRILL RING, and POTION. Now speak to the sick one in the bed. He
will ask for an ANTIDOTE. Give him one, and he'll show you a path which will
lead you to the next part of the game.
You should definitely have a white mage in your party at this point
because he can equip that burning staff, which gives you unlimited uses of a
weaker version of FIRE. Follow the newly made path provided by Dr. Schleco and
enter the doorway you'll come upon. The chests there contain a MITHRILL WAND
and MITHRILL RING. Enter the stairway there to reach the HIDDEN ROAD. The
enemies here aren't particularly tough (Darkface, Leprechaun). You can run if
you so want, but you should definitely fight most of these battles with your
magic. The fighters and monks should DEFEND in hopes of dodging an attack
(what else are they gonna do? FIGHT?). This place is a mere two rooms with
nothing else that can possibly be of any interest to anybody.
After you clear that place (you can unshrink yourself now), head north
to that cave you see. It's the VIKING BASE, and it's your next stop.
VIKING BASE Inn 40
---------------------
ITEM: COST:
-----------------
Potion 150
Antidote 80
Eyedrop 40
---------------
MAGIC:
---------------
(Fire) (Bolt)
(Ice) (Venom)
(Sleep) (Blind)
---------------
Don't even think about touching that ship in the water. The people
here are discouraged because an enraged monster of monumental strength has
kept the vikes' from trading with others thus shooting the economy in the
kidneys. These people will reward you greatly if you subdue the creature.
But anyways, in the first room of the base, the chest through the false wall
has 300 GIL. The next room (it's not a real room at all but I think you get
the picture) has three chests through a false wall. You'll have to do some
fancy maneuvering within the walls, but it's worth it for the important level
3 black magic spells ICE2, FIRE2 and BOLT2. Now to get ready for the next
part of the game. Have at least two black or red mages in your party. Change
jobs and divide up the magic among your mages equally. Make sure both/all
mages have at least one level one attack spell and one level three attack
spell. You may have to visit the magic dealer in the inn to meet your needs.
After you've done all that leave this place at once.
But are those vikings really sad because there's a monster in their way,
or are they just really bad at making profits? Let's see if they're telling
the truth, or if they're just masking their problem so you wouldn't notice.
Save your game. Save it again. Now that you've made sure you've saved it,
let's take this boat for a ride and see the world. Sounds fun doesn't it? Off
we go... Uh oh... here's NEPTO (see BAHAMUT). Well let's just do out best
against this dude now that we're here and we can't seem to run away. Oh, we
can barely touch the dude (thankfully we saved the game, right?). If some
mighty warrior were to come along and conquer the beast, do you know what the
reward is? YOU GET TO FIGHT HIM AGAIN. Yay! Fun times 4ever!
Anyways, as soon as you're finished acting like an immature five-year
old, let's advance to the next part of your epic quest. Head northward from
the base and follow the path. You'll eventually come to a temple. Enter it.
This is the Shrine of Nepto.
4) Nepto's Shrine enemies: Lilliput, Puti, PoisonBat, WereRat
Recommended level: 10-11
Recommended party: (Red Wizard/Red Wizard/White Wizard/Black Wizard)
Important stuff found in Nepto's Shrine:
WEAPON: COST: ATTACK HIT%
---------------------------------------
Serpent Sword 1500 25 80% <--- Bolt elemental
ARMOR: COST: DEF EVAD% MDEF
-----------------------------------------
Caprace Armor 1250 4 4 4
Caprace Helmet (225) 3 5 3
You don't have to have the party listed above, in case you're too lazy
to change jobs (and I can understand), but it'll make life much easier if you
did. But there ain't nothing wrong with running. I like to have two red wizes,
a black wiz and a white wiz. The heavy fighters should be red wizes. I picked
red wizards over black ones because you'll probably gain a level sometime in
this place, and the black wizard's HP progression sucks. The monsters here will
mostly hit you with magic, so that's something to think about. On the first
floor, follow the path straightforward until you find a couple of holes. Take
the left one to find chests holding CAPRACE ARMOR and CAPRRACE HELMET. Leave
that little room the same way you came in, and head down the right hole instead
of the left. A SERPENT SWORD awaits in a chest as you walk the path. Keep
walking your way through this floor. At the end you'll find a boss...
BOSS: Big Rat Difficulty level: 4
HP: 450-500 Weakness: None Strong against: Level 1 and 2 magic
If you've got three warriors who can each use one of those level three spells
you found in the Viking Base, you've got it made. If you were lazy and didn't
change jobs, well, use those Oddball items you've been keeping all this time.
There is no better time to make use of them; this is what they've been waiting
for. Use the strongest magic (not Aero) and those items. The white wiz should
use a SOUTHWIND or something for the first round, then heal whoever the Big Rat
hurts. The rat can do impressive damage, so watch out. Keep your HP up and
before you know it, you'll be on your way to victory.
When you've defeated that rodent, pick up NEPTO'S EYE and head on out
of this place the same way you got here. When you make it out, you should
really put the eye back in its place (what else are you gonna do with it?).
Face the empty socket and hit B. Select the eye from the menu, and the task
will have been accomplished. Nepto is thankful for what you have done, and
rewards you by giving you the WATER FANG. Now he'll be in a peaceful state and
be a hassle no more. Unshrink and change the jobs back to what they were
before. Now you may take the ship for a ride. Stop at the Viking base if you
need to recharge.
The Vikings are ecstatic now that Nepto is no longer in an irritable
state. They reward you by allowing you to keep the ship that is clearly within
walking distance from where you are currently standing. Well, now that you've
got a ship, you might want to explore the world a little bit. Go a little
north and a little west of Nepto's Shrine to find the vacant ARGAS CASTLE.
Enter and go two screens up and pull the torch farthest to the right when you
reach that room. Follow the path it reveals, but do not yet go into the
doorway. Instead, go right as far as you can then down through a false wall.
This leads to three treasure chests containing 1000 GIL apiece. Now head back
to that door you had previously ignored. Enter and you'll come upon six chests
totaling over 10,000 GIL. Next, head back to that room with the four torches.
Go up a screen to find yourself in the Throne Room. As you walk across the
room, the first door you'll come to leads to a recovery spring. To the right
of the table is a pillar. Go just above it and head straight down through the
center. This secret passage has two chests, SOUTHWIND, and BOMBSHARD. Head in
between the chests and walk right through yet another false wall. This will
lead to a PARALYZER. Now exit this castle at once for you've got no business
to be here at this time.
Important stuff found in Tokkle:
WEAPON: COST: ATTACK: HIT%
--------------------------------------
3-Part Nunchuck 3000 25 70%
Freezing Staff 3500 8 50% <--- Ice elemental
(GreatBow Bow)
ARMOR: COST: DEF: EVAD% MDEF
------------------------------------------
Kenpo Outfit 2000 6 8 6
Now, get on your ship and go south and a little east from Argas to the
village of TOKKLE. Something really funky seems to be going down at the
current moment. The building have been damaged and the townspeople are scared
stupid. The area furthest up and to the left in this place has a LAMIA SCALE
hidden. From there, go to the unmarked house just to the right. This is the
Elder's house. Go through the fireplace to find a 3-PART NUNCHUCK in the pot
furthest to the right. The two chests hold a KENPO VEST and a FENIX DOWN. Now
leave that house and head to the lower left corner of the town. The trail of
grass that leads into some trees gets you a GOD'S WINE when the proper spot is
examined. Get out of that area and head to that suspicious-looking patch of
grass left of that above unmarked building to get a GREATBOW BOW. Go back down
and get to the rightmost part of the town. A patch of grass here holds a
FREEZING STAFF. The next town's pretty cool.
ANCIENT'S VILLAGE Inn 120
--------------------------------------
WEAPON: COST: ATTACK: HIT%
--------------------------------------
Killer Bow 2000 15 85%
Bolt Arrow 30 30 85% <--- Bolt elemental
Ice Arrow 30 30 85% <--- Ice elemental
Fire Arrow 30 30 85% <--- Fire elemental
Burning Staff 3500 8 50% <--- Fire elemental
(Serpent Sword)
(Freezing Staff) (W.Slayer Sword)
---------------------------------------------
ARMOR: COST: DEF: EVAD%: MDEF:
---------------------------------------------
FlameMail Armor 2500 5 6 5 <--- Fire elemental; Strong v. Ice
Headband Hat 1200 4 6 4
Wizard Outfit 2000 9 7 9
(Carapace Armor)
(Kenpo Outfit)
---------------------------------------
ITEM: COST: ITEM: COST:
----------------- -----------------
Potion 150 EchoHerb 100
HiPotion 1200 LuckMalet 100
Soft 800 Antidote 80
MaidKiss 100 Eyedrop 40
----------------------------------------------------------------------
MAGIC: COST: EFFECT: BUY?
----------------------------------------------------------------------
W Sight 100 Magic MidgBread; shows more of the over world Yes
W Cure2 1500 Gives you way more HP than its level ancestor Yes
W Exit 1500 Escape from virtually any dungeon or town Yes
W Wash 1500 Much like eyedrop, this cures blind status Yes
(Fire2)
(Ice2)
(Bolt2)
----------------------------------------------------------------------
Now leave Tokkle and walk west across that desert that besieges
you. This will take you to the ANCIENT'S VILLAGE if you walk westward
enough. Lotta good stuff here. Make sure your fighter has two Serpent
Swords and you have two WSlayers for a red wizard. Magic spells EXIT
and SIGHT are both good buys. So is WASH, but not yet at this point
in the game. The armor shop is where it's at. If you could only get
one or two items from the armor shop, get two Wizard Outfits. This will
make the defense of you wizards, well, much higher than you're used to
seeing as far as magicians is concerned (at least that's how I had felt).
And, at last, some new items!
It's probably a good idea to walk around the continent once to make
your party stronger. If you're good, level 11 will be fine. For must of
us, however, level 12 would be more like it. Whenever you're ready, head
back to your ship and sail back to the peninsula Argas Castle can be found.
Get off and walk west from the castle. As soon as mountains keep you from
further traveling west, turn north and head in that direction. As soon as
you find a pass in the mountains, follow it westward. Eventually, you'll
reach the GURGAN VALLEY. Enter it. Walk left then down, and take the stairs.
You may speak to the Gurgans if you wish. They'll give you some interesting
views of the future (Desh says some stuff about 'em). The Gurgan down the
stairs will give you the important TOAD SPELL and he reminds us that destiny
awaits for Desh. Head back to your ship and sail to the next part of the game.
THE TOWER OF OWEN lies northeast of the Gurgan Valley. Go there.
5) Tower of Owen enemies: Lilliput, Pugman, Farjalug, Putimage,
BloodBat, Ohishuki
Recommended party: Fighter/Monk/White Wiz/Black Wiz --> Red Wiz
Recommended level: 11-12
Time for the tower. Be sure to have plenty of antidotes and eyedrops
before you enter; a few echoherbs and maidkisses wouldn't hurt either. Enter
the tower and make your way to the center of that structure that takes up much
way too much space. "But only a frog could get through there!" I believe is
mentioned by somebody within the vicinity. That's right. Cast Toad on
yourself, enter that space in the middle, and you'll somehow end up at the next
part of the tower. Un-Toad yourself at once and make your way up the tower.
The path is not exactly rocket science- it's pretty easy to follow. On the
second floor, get the chest in the lower right corner to find a MAIDKISS. The
chest on the fourth floor has a TRYVING SWORD, which is once again for the red
wizard only. On the fifth floor, talk to Desh to figure out what to do next
(pull the gear eight steps from the left to open a wall). The chest on this
floor contains a MAIDKISS. On floor seven, the two chests to your right hold a
BOMBSHARD and an ECHOHERB. FLAMEMAIL is waiting to be taken from the upper
left chest on the ninth floor. The middle chest on this same floor has a
SALAMAND SWORD. The chest on your way to the doorway contains a ZEUS'RAGE.
MEDUSA waits for your arrival on floor 10.
BOSS: Medusa Difficulty level: 3
HP: 900 Weakness: None Strong against: Black magic
This is one of many bosses who will be especially strong against black magic.
Basically, just keep hittin' her- she's a real wuss. The only thing you'll
have to look out for is her ability to turn somebody to stone (it's gradual and
usually ineffective, though). Just keep hacking' away and she'll be finished
before you know it.
When you're victorious, a short scene will ensue. His words of wisdom
direct you to the Dwarf Cave. He then goes to a battle the fire and preventing
any further uncertainty. You'll be warped out of there. That whirlpool that
you no doubt noticed is now gone. Get on your ship and head northward through
the newly created path. Turn east and follow the coastline south until you see
a town lying up against some mountains.
GISHAL Inn 120
----------------
ITEM1: COST:
----------------
Carrot 150
----------------
ITEM2: COST:
----------------
Magic Key 100
------------------------------------------------------------------------------
MAGIC: COST: EFFECT: BUY?
------------------------------------------------------------------------------
W Toad 700 Turns target/s to/from that disgusting creature No
W Size 700 Similar to the Toad spell, kills enemy in battle No
B Ice3 3000 A snowy thing pelts the target for alright ice damage Yes
B Shade 3000 Makes an enemy shadow bound and thus paralyzed No
B Break 3000 Gradually turns an enemy to stone NO!!
W Libra 3000 Makes known the target's HP and MP totals No
W Confu 3000 Confuses the victim so much they don't know who to hit No
W Mute 3000 Opens up a can of Shut Up so the victim can't use magic ??
This would be GISHAL, a farming community. There really isn't much to talk
about as far as this place is concerned. The magic shop's only important spell
is ICE3, which should be last black magic spell you'll probably consider buying
for a REALLY LONG time. A magic key store exists in this town. I'd buy 10 of
them (you can go back to Argas if you want and collect that treasure now if you
want, but that stuff's not to useful now). The house near that big carrot patch
has a couple of CARROTS hidden within pots. The bottom right edge of this town
has two MAGIC KEYS hidden in the grass. I do not believe reaching the island in
the middle of this place is feasible. Get out and get to the cave Desh spoke of
earlier.
-------------------------------------------------------------------------------
Chapter 3: Dwarves, Fire, Treasure, Death and Flight
-------------------------------------------------------------------------------
Here, the Light Warriors can experience a greater coming of age as they reclaim
the Fire Crystal. But before that, you are to find the one who has the Dwarves'
valuable treasure. You will also help out a floundering village, save an
ungrateful tree, and speak to Cid, the master mechanic who will give your party
the gift of flight.
-------------------------------------------------------------------------------
Sail back toward the Tower of Owen. Pass it by and keep sailing west.
You'll soon reach a crescent-shaped island. Enter the southern cave; the other
one is one of fire, and it's of no interest to you now.
DWARF CAVE Inn 80
-----------------------------------------
WEAPON: COST: ATTACK: HIT%:
-----------------------------------------
Salamandr Sword 3000 32 80% <--- Fire elemental
Tonfa Nunchuck 500 20 80%
Shining Staff 3500 8 50% <--- Lightning elemental
(Serpent Sword)
(WSlayer Sword)
(3-Part Nunchuck)
-------------------------
ARMOR: COST:
-------------------------
Ice Armor 2400
Ice Helmet 1200
Ice Shield 1800
(Kenpo Outfit)
(Wizard Outfit)
ITEM: COST: ITEM: COST:
----------------- -----------------
Potion 150 EchoHerb 100
HiPotion 1200 LuckMalet 100
Soft 800 Antidote 80
MaidKiss 100 Eyedrop 40
This is the DWARVES CAVE. Walk along this place and speak to the ones
who dwell within. You'll hear that a character called GUZCO has stolen the
dwarves' treasure. What they want back the most is their prized HORN. You have
been selected to find and kill Guzco, and at least get the horn back to where it
belongs. You will not be able to touch the horn that remains for a magic
barrier keeps you at bay. As you can see, most of the stuff you can buy here is
pretty good, but I wouldn't buy too much now.
When you feel ready, head to the left doorway of the main room of this
place. Walk up to the lake, turn the party into frogs, step in the water, and
de-frog the party. This is the UNDERGOUND LAKE.
6) Underground Lake enemies: Bomb, Manticore, RuinWaze, Boulder,
Sea Devil, Merman
Recommended level: 12-13
Recommended party: Fighter/Monk/White Wiz/Black Wiz --> Red Wiz
This place could prove to be pretty tough; Bombs can take away upwards
of 500 HP per explosion and Boulders can petrify you upon attack. Many of the
enemies are weak against lighting. The first chest you come to will hold a
SOFT POTION. Walk through the false wall (it's kind of obvious) to proceed.
The next room is very small. The first chest on B2F contains a ZUES'RAGE. So
does the second one. The third and fourth chests each contain a SOFT POTION.
The two chests on B3F each contain 300 GIL. Keep walkin', and before you know
it, you'll encounter the enemy. Heal up and prepare to fight Guzco.
BOSS: Guzco Difficulty level: 5
HP: 1500 Weakness: Nil Strong against: Black magic
Be sure your fighter has FLAMEMAIL equipped, because Guzco can launch ice magic
at you. This is a considerably tougher boss than Medusa, but just as long as
you have fighting warriors alive, taking away 1500 shouldn't be too much to
ask.
After the fight, pick up the horn Guzco was guarding. As you walk away,
a white segment will follow you around. Suspicious? Get out of the lake and
get back to the that platform the horns should be standing. You'll be allowed
go onto the platform to put the thing back. Face the logical spot of the
missing horn, press 'B' and select the horn from the inventory. A startling
revelation unfolds as Guzco (that segment) has been following you in your
shadows. Guzco will go on to steal BOTH horns and run a few feet north to the
FIRE CAVE. Guzco has apparently unleashed the awesome power of fire or
something, which is not something the world wants to see (duh). You must once
again save the dwarves' (and the rest of the world, for that matter).
Go to the inn, buy some stuff. Make sure you buy one of every piece of
ICE paraphernalia in the armor shop. This is the only time in the entire game
This is the only time I ever recommend dropping some money on a shield. It
would definitely be a good idea to build up a couple of levels before embarking
upon yer next mission.
7) Flame Cave enemies: Crocotta, Balloon, Red Mallow, Adamanti,
Milmecoret
Recommended levels: 14-15
Recommended party: Fighter/Monk/White Wiz/Black Wiz --> Red Wiz
Make sure your fighter has equipped all that Ice protection before
heading into this cave. That chest you can see from the entrance is accessed
by going down and to the right contains a SOUTHWIND. This is the only chest in
the floor. The second floor is a tad mazey, so it's a bit tough to explain, so
bear with me. Take the first intersection down to receive an ICEBLADE SWORD in
a chest. Go back up and take the next intersection left, then down the next
intersection, which leads to a HIPOTION. Go up as far as you can to lead you
to another HIPOTION. Then go down and proceed to level B3F. If you go
straight up then left, you can get a POTION in the chest. If you went straight
up, you could get a HIPOTION from a chest. Now push that rock that sticks out
like a sore thumb. Doing so will reveal a passage that leads to the final
portion of this place. The next room is very small; through that door lies the
FIRE CRYSTAL. Heal up and head to the that door. Proceed in its direction,
and Guzco, err, SALAMANDR will attack.
BOSS: Salamandr Difficulty level: 7.5
HP: 2000+ Weakness: Ice?? Strong against: Black magic
You would think that such a creature of infernal heat would be easily
dispatched with a black wizard's ice magic? Well, no, not even close. Sure,
Ice3 may dish out respectable damage on some occasions. Usually, it's
frighteningly weak, and often completely ineffective. Salamandr has a bitchin'
FLAME attack which can wipe out your entire party in two rounds. Keep
everybody alive for as long as you can by casting some Cure spell on the entire
party each time. Chances are that everybody in your party will die except your
fighter, who is covered head to toe with that ice stuff I hope you got at the
Dwarves' cave. That Flame attack does only like 50 DMG, and regular attacks
will always do 1 DMG (to your properly equipped fighter). If your fighter is
the only one left, just keep hackin' away. You may want to use that GOD'SWINE
on him at the beginning of the battle, but I wouldn't. If his HP drops below
100, use a HIPOTION. Victory will be yours.
When you're through with that ordeal, speak to the Fire Crystal. It
will offer you its power: the jobs HUNTER, KNIGHT, THIEF and SCHOLAR. That
star in the back lets you leave (Duh). Step on it (what else are you gonna do
with it?).
Important treasure found in the Dwarves' Cave:
WEAPON: COST: ATTACK: HIT%
-----------------------------------
Ice Book (1650) 32 70% <--- Ice elemental
Fire Book (1650) 32 70% <--- Fire elemental
Light Book (1650) 32 70% <--- Bolt elemental
(Killer Bow)
ARMOR: COST: DEF: EVAD% MDEF:
---------------------------------------------
Knight Armor (3750) 12 9 12
Hero Shield 3500 10 10 12
Gauntlet Glove (1250) 2 8 2
Scholar Outfit 5500 15 12 15
Scholar Hat 7500 5 10 5
You should bring the news of your victory back to the dwarves. Go a
few feet south to their cave. Five steps into the joint, you'll be interrupted
by some dude who appears out of thin air. This news he brings is not
uplifting- that ransacked village TOKKLE is in greater pearl than ever before.
He also talks about HYNE and the scholar's special ability. He'll then depart
in a way similar to his choice of entrance. Well, that was unexpected.
Proceed regularly trough the cave, and you'll find that the mood is noticeably
more lively by talking to some of the locals. One of them gives you a MAGIC
KEY. Speak to the dwarf standing still and he'll allow you to get some
fabulous treasure. Follow him. The bottom of that big ol' ladder lies a
revivification spring. You may want to use it. ;-) But now, on to the good
stuff. OTTERHEAD, ELIXIR, GAUNTLET GLOVE, KILLER BOW, ECHO HERB, SOFT POTION,
SCHOLAR OUTFIT, SCHOLAR HAT, FIRE BOOK, ICE BOOK, LIGHT BOOK, KNIGHT ARMOR,
HERO SHIELD, CARROT and 2 FENIX DOWNS populate the treasure chests. Phew!
So you now have those new jobs. You should definitely change you fighter
to a KNIGHT as soon as you get enough space in your inventory. The thief
doesn't have much of a use yet, but stay tuned. A rookie scholar will do as
much damage as your rookie knight, maybe more. But his use fades quickly. Same
thing for hunters, but their usefulness falls at a much slower rate.
Make sure you're at least at level 15 before proceeding to the next part
of the game. Remember that guy who told you that bad stuff happening to Tokkle?
Well, he's not bluffing. He expects your party to come to the rescue. So does
everybody else. It's probably a good idea to help them out. Get on your ship
and head to Tokkle. In case you forget where it's at, go east until you reach
the Tower of Owen, and go south through that pass and you'll be right there.
Head in, but make sure your party is at full or nearly full HP/MP before doing
so. Before you can walk three steps into the town, some bad guys will surround
you, capture you and imprison you within depths of HYNE CASTLE.
Detalhado - 1° parte | Detalhado - 2° parte |
Detalhado - 3° parte | Detalhado - 4° parte |