A dark shadow looms from Palamecia... ________ _ __ _____ _____ \ ____ | / \ \ | \ /\ / | | \| \_/ | | \ / \ / | |__/| ___ ___ __ ___ | | | | | | | __ | \ / \ \| / / _ \ | | | | | | | | \| | | | |\\ | | / \ | | | -|- -|- | | | | | | | | | | \ | | \_/ \ | | __|___|_ | | | | /___\ /___\ /___\/__\ \___/\_\ /___\ \_______| | | | | ________ `======' | | | | \ ____ | /`\ | | | | | | \| __| |__ | | | | | |__/| ___ ___ __ \__ __/ ___ _____ __ _ | | | | | __ | / _ \ \ \| / | | / _ \ / ___/ \ \ | | | | | | | | \| | / \ | | |\\ | | | | / \ | \___ \ \ \/ | | | | | | | | \_/ \ | | \ | | | | \_/ \ /\__/ / \ / / \ / \ /___\ \___/\_\ /___\/__\ \./ \___/\_\ \____/ /\_/ / /_____\/_____\ \___/ Final Fantasy II GBA Walkthrough and Gameplay Mechanics Guide Version 1.00 By Sky Render =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NOTE: This walkthrough employs the QuickFind system! To locate data about a particular part of the game, simply search for the QuickFind code listed in the table of contents, found in brackets at the end of each entry! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table of Contents ----------------== QuickFind Code I. Preface Introduction [PINTRO] Revision History [PREVISION] Contact Information [PCONTACT] Frequently Asked Questions [PFAQ] II. Walkthrough Awakening in Altair [WALTAIR] The Search for Mythril [WMYTHRIL] The Goddess Bell [WGODDESS] Kashuan Keep [WKASHUAN] Fall of the Dreadnought [WDREADNOUGHT] The Open Seas and Deist [WDEIST] Temptation of the Princess [WTEMPTATION] A Mysidian Ordeal [WMYSIDIA] The Crystal Tower [WTOWER] The Cyclone [WCYCLONE] To Palamecia [WPALAMECIA] Jade Passage [WJADE] Pandaemonium [WPANDAEMONIUM] Soul of Rebirth [WREBIRTH] III. Gameplay Mechanics Stat Leveling Mechanics [GSTATS] Weapons Mechanics [GWEAPONS] Spell Mechanics [GSPELLS] Appendicies Appendix A: Equipment [APPENDIXA] Appendix B: Spells [APPENDIXB] IV. Conclusion Special Thanks To [CTHANKSTO] Afterword [CAFTERWORD] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I. Preface ==-- Introduction [PINTRO] --== One thing FF2 really needed was a mechanics guide to explain how weapons and spells gain proficiency and level up, as well as how things work in general. People have also been clamoring for a good FF2 walkthrough. That's what this guide is for. Revision History [PREVISION] --== Version 0.50 (19 January 2005) * First version * Walkthrough is highly incomplete * Some data is missing in other areas, too Version 0.80 (20 January 2005) * More of the walkthrough is present * Some corrections to various data * Some corrections to a few of the formulas Version 1.00 (24 January 2005) * Main game walkthrough is complete; Soul of Rebirth guide isn't * More misc. corrections to various data Contact Information [PCONTACT] --== If you find missing or inaccurate data in this guide, please inform me of it immediately. I can be reached at torquemada_gi@hotmail.com. Put "About FF2 GBA guide" as the subject, so I can quickly identify it. Any contributions to the guide that are used will have their contributor recognized in the Special Thanks To section at the end of the guide. PLEASE NOTE! The guide is currently a beta release, so do NOT inform me of outright missing data! I know it's missing, that's why this is a pre- 1.0 release. Frequently Asked Questions [PFAQ] --== These are the questions that are always getting asked about this game. Gameplay-Related Questions Q. The Captains in Fynn keep killing me! What should I do? A. Stop talking to them, obviously. You can't really do much to Captain enemies until you have decent magic levels or decent weapons, and you never actually need to fight the ones in Fynn. Q. What should I equip characters with? A. Anything you want. Nobody has greater potential than anybody else. For the long run, the best weapons to use are swords, axes, and spears. For the short run (ie. the beginning of the game), stick to unarmed. Always equip a shield. Always. Q. Why does Maria keep missing? A. She's probably still in the back row. Go into the menu, select Formation, and move Maria up to the front row with it. Q. How do I learn spells? A. Use a spell tome in the main menu (not in battle) on one of your characters to teach them that spell. Q. What is the maximum spell and/or weapon skill level? A. 16, in all cases. You can get an additional 99 experience once you reach level 16, but it'll just stay at 99. Q. What's the best way to level up weapons? A. Equip 2 shields on each character, attack for a large number of rounds, then re-equip your characters' weapons (select Item, then press up to reach their equipped weapons in battle). Q. How do you raise (insert stat here)? A. It's detailed in the manual, as well as the Gameplay Mechanics section of this guide. Q. These enemies are too hard! What gives!? A. If enemies are too hard, you need to go back to an earlier area and train your characters' stats. You might have taken a wrong turn, as well. The entire world map is open to you from the start, but the enemies are generally much harder in areas you're not supposed to go to yet. Just avoid going in those directions until you have to. Q. Where's the Chocobo? A. Go straight south of Kashuan Keep. In the little clearing there, talk to the yellow bird. Back on the world map, walk up to the bird and press A on it. When you're ready to dismount, press A again. Take note that the Chocobo will return to its forest when you do this. Q. Why's Ultima so weak? A. Its power is derived from the levels of all of its caster's spells and skills, not just Ultima's level. If they have 15 other spells at decent levels, then Ultima will do much more damage than if all they know is Ultima. If they have decent weapon levels as well, Ultima will be very potent indeed. Q. Why are my characters so slow? A. Chances are you either have them with two weapons equipped, or have them in the back row. Both of these situations reduce Agility's effect. Also, double weapons means you get less Agility boosts, so you'll be slower no matter what. Try equipping lighter armor, moving to the front row, and/or using a shield/weapon combination instead. Q. Why do these undead enemies keep doing so much damage to me? A. They have an HP-absorbing main attack. HP-absorbing attacks do 1/16th of their target's HP in damage per hit. So you need a good Evade level to survive their attacks. Or failing that, you need to be fast enough to kill them before they can hit you. Q. My bestiary is missing some entries. Where are they? A. Only three enemies are completely missable (see the next question). The rest can all be found in various dungeons throughout the game. And any entry below 130 is found only in Soul of Rebirth. Q. Where are Phorusracos, Land Ray, and/or Eyemoeba enemies located? A. You can only find the first two enemies before completing Mysidia Tower. Once the tower is complete, all encounters on the world map change, and the chance to find these two enemies is lost forever. Phorusracos are found on the land bridge between Fynn and Palamecia, and Land Rays are found in the Palamecia desert. Eyemoebas are only found in the Cyclone and Palamecia Castle, which are inaccessible at the end of the game. Story-Related Questions Q. I'm lost, where do I go? A. As a general rule of thumb, any time you're lost, talk to NPC's and ask about as many terms as you can. Learn any new ones you come across, and do another round of questioning. Showing key items to people is also a way to get things moving again. These tips will usually clear up any problems you may run into, but not always. Q. I'm at the beginning of the game. Where am I supposed to go? A. Learn Wild Rose from Hilda. Then go to Fynn. At the north side of town, walk around the back of the city wall to the right, then down. Go into the pub and say Wild Rose to the bartender. Walk forward where the bartender was, and go talk to Scott. Show his ring to Hilda with the Item dialogue command. Q. I just saw the Dreadnought take off, now what? A. Go to Poft and talk to Cid. Learn and ask about Airship. Learn and ask about Sunfire. Go to Altair, and talk to Hilda. Talk to the king in the bedroom right of the room Hilda is in, and ask him about the Sunfire. Learn the term Goddess Bell. Ask Hilda about the Goddess Bell. Go back to Salamand and ask Josef about the Goddess Bell. Q. Where do I get the Sunfire? A. Kashuan Keep. You need the Goddess Bell to get in, so you can get to Egil's Torch, so you can claim the Sunfire. See the question above this one for details on how to get the Goddess Bell. Q. Where's the Snowcraft? A. Go back to Semitt Falls. On the first floor, you'll see a blue crystal. Check the wall on the upper right-hand side of the little alcove said crystal is in, facing left. You MUST have Josef in your party to get the Snowcraft (but you can't miss getting it, so don't worry). Q. Where's the Blood Sword in Fynn Castle? A. It was removed in this version, and replaced with a Power Staff. The Blood Sword in Paul's house is still there, though. Q. How do I deal with the Doppelganger in Mysidia Cave? A. First you need the White Mask from Fynn Castle. Put that on the Goddess Statue in Mysidia (it's downstairs on the island in the middle of town). Next, you need the Black Mask from the Tropical Island, which is situated in the middle of the ocean. Put the Black Mask on the Doppelganger, and it will go away. Q. How do I get into Palamecia Castle? A. Land on the very top spire of the castle with the airship. You need to talk to Paul first to do this. Since the castle sticks up on the world map while flying, you need to try and land two tiles up from where the castle appears to be. Just keep trying to land north of the castle, not south, east, or west of it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= II. Walkthrough ==-- Awakening in Altair [WALTAIR] --== After the opening scenes end, you'll be pitted against 4 Black Knights. You're not supposed to be able to beat them (this should be very obvious very fast), so just select attack until your party is defeated. This will take you to the next story scene. Once the game gives you control, walk forward and talk to Hilda. Use the Learn command to learn Wild Rose, and ask her about it. You can also ask various other people in the area about Wild Rose, but they'll mostly just comment on your using it. Head out of the Rebel Headquarters and into town. Before you leave, though, search the store rooms for a chest with a Potion in it. Location: Altair Weapon Shop: Knife, Staff, Javelin, Broadsword Armor Shop: Buckler, Leather Cap, Clothes, Leather Gloves Magic Shop: Cure, Fire, Blizzard, Thunder Item Shop: Potion, Hi-Potion, Eye Drops, Antidote; Cross, Mallet, Maiden's Kiss, Gold Needle; Phoenix Down, Ether, Cottage, Elixir (NOTE: Item shops always carry the same items. As such, you will only find an item shop listing here. Also, merchants are listed from left to right, with a semi-colon between their items sold.) Now is the time to choose how you're going to develop your characters. FF2 lets you determine your method more or less entirely independently of any requirements. That being said, there are a few good paths you can dedicate yourself to early on that will be beneficial later. One important thing to decide is if you want to focus heavily on magic, heavily on fighting, or a mix of both. If you plan to be a fighting team, then remove everybody's weapons; you'll want to get a good unarmed proficiency for the first part of the game. If you plan to be magic-intensive, then go and get everybody a Cure Tome and use it on them, and also teach one of them (Maria is a good bet) one of the three elemental attack spells. As you gain more money, come back and get more attack spell tomes, and try to eventually have each character able to use all 3 of the elemental basic attack spells (Fire, Blizzard, and Thunder). If you want a good mix, still get yourself Cure tomes for everybody, but select a weapon at the shops for Maria. The best weapons to focus on are swords, axes, spears, and staves. And as a final note, always equip shields. You cannot gain Agility with any sort of ease otherwise, and shields allow you to evade enemy attacks entirely. Map Area: Altair-Fynn region Enemies: Leg Eater, Hornet, Goblin Moving on, your first quest in the game (which is only vaguely alluded to) is to go back to Fynn and search for Leon, Maria's brother. So walk north, but keep close to the river, and ignore the first bridge you see. At the point where the river empties into the lake, you'll find a little hole-in-the-ground town called Gatrea. Location: Gatrea Weapon Shop: Javelin, Broadsword, Axe, Bow Armor Shop: Buckler, Leather Cap, Leather Armor, Leather Gloves Visit here to restock, heal up, and get any weapons or armor you feel you need. You may also want to take this opportunity to build up some stats. See the Stat Raising section of the Gameplay Mechanics guide (lookup code [GSTATS]) for info on how stats are raised in this game. Once you feel prepared, walk north and hug the shore of the lake, then head immediately south when you can to go down into Fynn. Location: Fynn Items: Potion x3, Ring Enemies: Leg Eater, Goblin, Hornet, Captain* Suggested HP: 50 to 100 After you enter town, you'll be warned not to talk to the soldiers. Doing that will cause you to get into battle with a (currently) very hard and often impossible battle with a Captain. Instead, head straight north to the wall around town, and walk along the eastern edge of it, veering south when you can. You'll find yourself near a Pub soon. Go inside, and talk to the bartender. Say Wild Rose, and he'll let you go downstairs. After nabbing the three chests with Potions in them, go talk to the soldier in bed. One cutscene later and one Ring richer, head all the way back to Altair and show Hilda the Ring (select Item and then select the Ring). Learn the term Mythril, and ask her about it. Then, talk to the man clothed in white next to her (Minwu), and he will join you. You'll also get the Canoe. Minwu has some exceptional abilities that far outclass what you can access now, so you should have an easy time of it for a while. NOTE: If you wish to essentially cheat the game's difficulty and build up your characters to far greater stats than they're meant to have at this point, you can actually take on the Captains in Fynn now. To do this, first walk into Altair and have Minwu repeatedly cast Teleport (don't heal him; Teleport cannot kill you) and re-enter town. Do this until you have Teleport at level 3 or 4. Heal up, save, and fight one of the guards. Have Minwu cast Teleport on him. If it works, you'll get Gil and stat bonuses as though you'd fought him properly. You can also get some decent equipment and spells from them, including invaluable Toad Tomes. Repeated battles against them may well eventually pump you up to the point that you can take them on without resorting to Teleport. This guide will assume you did not do this, and give instructions accordingly. The Search for Mythril [WMYTHRIL] --== Canoe in hand, you can now cross the small lake north of Altair. Do so, and head east to Paloom. Map Area: Paloom-Poft region Enemies: Leg Eater, Vampire Thorn, Hornet, Queen Bee, Goblin, Goblin Guard, Soldier Location: Paloom Weapon Shop: Dagger, Mace, Axe, Bow Armor Shop: Bronze Shield, Bronze Helm, Copper Cuirass, Bronze Gloves Magic Shop: Cure, Blink, Protect, Shell Stock up on equipment, and take the ferry to Poft if you want. If you don't want to spend Gil on that, just walk north to Poft. Location: Poft Weapon Shop: Same as Paloom Armor Shop: Same as Paloom Magic Shop: Same as Paloom Again, this town is mostly for stocking up on things. Exit town when you are ready, and go north to Salamand. Map Area: Salamand region Enemies: Vampire Thorn, Hornet, Queen Bee, Goblin, Goblin Guard, Soldier, Bigfoot, Sprinter Location: Salamand Weapon Shop: Mace, Longsword, Battle Axe, Longbow Armor Shop: Bronze Shield, Bronze Helm, Bronze Armor, Bronze Gloves Magic Shop: Life, Sap, Warp, Teleport Lots of towns all of a sudden, huh? The main thing here is to find Josef (he lives in the northeast corner of town) and ask him about Mythril. You don't have to do this, strictly speaking, but since you're already here, why not? After you do, leave town and go west. When you reach the point where the southern mountains break apart, walk south and ride the river east to the Semitt Falls mines. Location: Semitt Falls Enemies: Goblin, Goblin Guard, Sasquatch, Balloon, Soldier, Green Slime, Sprinter Items: 200 Gil, 400 Gil, Eye Drops, Potion, Hi-Potion, 200 Gil, 250 Gil, Fire Tome, Teleport Tome Suggested HP: 100 to 150 This dungeon's layout is simple, but keep one thing in mind: some of the doors lead to entirely empty rooms, which have encounters every 1 to 3 steps. Not fun. I'll never tell you to go into an empty room, so if you follow this guide, you'll never enter one. But some dungeons have rare encounters that can only be found in these rooms, so bestiary collectors be aware. From the entrance, head down and left, then down and left again at the fork. Follow this path to a chest with 200 Gil in it. Retrace to the fork, and take the right path, then go down and right to reach a chest with 400 Gil in it. Go all the way left and down the stairs to B2. Down here, go up as far as you can to reach a chest with Eye Drops in it. Go back down a bit, and take the left path. You'll want to detour in the upper watery area to a chest with a Potion in it. Continue downwards, grabbing the Hi-Potion in the chest along the way, and enter the far left door to find the stairs to B3. On that floor, head down all the way to a chest with 200 Gil in it. Retrace your steps to the fork above this, and go left and down to some wooden bridges. Grab the 250 Gil from the chest, then take the left door of the trio on the wall to the north. In here, go talk to the man standing at the passage between the two sides of the room. Paul will get everybody out of there, so you can proceed down to B4. On this floor, cross the obvious bridge, and head into a niche with a Fire Tome chest. Go left to the 4-way bridge intersection, and take the upper bridge. Follow the narrow path to the stairs to B5. On this floor, cross the huge bridge and go up around the area this leads to to find a chest with a Teleport Tome (careful, it's gaurded by a Land Turtle). Retrace your steps across the big bridge, and go up. Go into the left door, save if you don't feel confident, and talk to the man standing in there to begin the boss fight. BOSS: Sergeant Strategy: As you will quickly find out if you rely on weapons, this guy's armor is too tough for you to damage him. If you chose to rely equally on magic and weapons, then now is the time for your magic to shine. If you chose weapons over magic, then I hope you took my advice earlier about going unarmed for the early part of the game. Heavy magic users will have no trouble at all, naturally. Methods aside, Minwu will all but guarantee that you will survive because of his healing abilities, so at worst, this fight will just be really long. After you'be beaten the Sergeant, collect your Mythril and have Minwu use Teleport to escape this dungeon. Heal up, head to Salamand to use the Inn and buy things, and then make your way all the way back to Fynn. Talk to the blacksmith in the weapon shop (Tobul), and give him the Mythril via the Item command. Two new merchants will appear, one in the weapons shop and one in the armor shop. New merchants also appear in Paloom and Poft. Altair New Weapon Shop: Mythril Knife, Mythril Mace, Mythril Spear, Mythril Sword New Armor Shop: Mythril Shield, Mythril Helm, Mythril Armor, Mythril Gloves Paloom and Poft: New Weapon Shop: Mythril Spear, Mythril Sword, Mythril Axe, Mythril Bow Stock up as necessary, and then go talk to Hilda. Learn the term Dreadnought and ask her about it. Then head back to Poft (that's the north port town) and go into the Pub. Learn from and ask Cid about the Airship. This will be helpful soon. Anyway, once that's done, head northeast, east, and then south around the mountains to reach Bafsk. Map Area: Bafsk-Kashuan region Enemies: Soldier, Balloon, Sprinter, Goblin, Goblin Guard, Vampire Thorn, Zombie Location: Bafsk Weapon Shop: Dagger, Spear, Longsword, Longbow Armor Shop: Bronze Shield, Bronze Helm, Silver Cuirass, Bronze Gloves Magic Shop: Fear, Basuna, Esuna, Silence Be sure to get Esuna for at least one of your characters, as it can (by level 5) cure any persistent status ailments. Everything sold here otherwise is either outstripped by the Mythril equipment, or generally not very useful. Once you've got your party in good shape, go to the southwest part of town and talk to the soldier. Ask about Wild Rose if you want, or just ask about the Dreadnought. He'll let you through to the Bafsk Cave. Location: Bafsk Cave Items: Longsword, Longbow, Pass Enemies: Zombie, Balloon, Vampire Thorn, Leg Eater, Hornet, Queen Bee Suggested HP: 150 to 200 This is a very easy and straightforward dungeon. Just go through it and pick up all of the items you want. At the end, talk to the Dark Knight, and after the cutscene, go back into Bafsk Cave. Down the right narrow path is a chest with a Pass in it. Be sure to get this, as you'll probably want it later. Take the teleporter at the far end to get back outside of Bafsk. Be sure Minwu has good equipment and stats at this point if you plan to do Soul of Rebirth later, by the way. Anyway, go to Poft and talk to Cid. Ask him about the Airship and Sunfire topics, and about the Dreadnought. Once you have done this, talk to Hilda, then go ask the king about the Sunfire, and then learn and ask about the Goddess Bell (the king's room is the first on the right in the Rebel HQ). Ask Hilda about it. And so opens your latest quest: to get the Goddess Bell! The Goddess Bell [WGODDESS] --== Go back to Salamand, and talk to Josef. Ask him about the Goddess Bell. He'll join your party. Unfortunately, Josef starts out much weaker than Minwu was, so you'll want to power him up a bit. Getting him some white magic spells (and possibly even an attack spell or two) is not frowned upon at all; quite otherwise, it may save you later. Once you have everything in order, go to Semitt Falls again, and find the blue stone on the first floor. Check the upper right portion of the wall near this stone, and Josef will unblock a hidden passage. Enter this passage, and get the Snowcraft from the chest. Once you have it, leave Semitt Falls and head north to the snowfields. Go across the ice, and into the cave on the east side of it. Map Area: Snowfield region Enemies: Snowman, Icicle NOTE: Now that you have the Snowcraft, you can play the memory mini-game. Hold either A or B and tap the button you're not holding 22 times. For details on how to win it easily, please see my Snowfield Minigame Guide, found at GameFAQs and on my site. Location: Snow Cavern Items: 300 Gil, 350 Gil, Antarctic Wind, Battle Axe, Antidote, Mythril Mace, Potion x2, Blizzard Tome, Mythril Spear, Mythril Shield, Ancient Sword, Silver Cuirass, Goddess Bell Enemies: Snowman, Icicle, Dead Head, Zombie, Ghoul, Grenade, Balloon, Goblin, Goblin Guard, Dual Heads Suggested HP: 200 to 250 Not too hard to get through this place. Start by ascending the stairway, then heading left (grabbing 300 Gil in the top left corner). Head down from the chest, and get another one with 350 Gil in it. Continue downwards and then right to reach the stairs. On B2, take the obvious path around to the stairs to B3. Here, venture up, left, and down to find a chest with an Antarctic Wind in it. Head back towards the stairs, and go down this time. Take the path to the fork, and take the upper path to some stairs back up to B2. Gather the items up here (a Battle Axe, an Antidote, and a Mythril Mace guarded by some Grenades), then return and take the downward path at the fork. Follow this path all the way to the stairs to B4. At the first fork on this floor, head up and left to get a Potion from a chest. Grab a Blizzard Tome from the chest just right of there. Then head straight down to find a chest with a Potion in it, and loop right-up to find yet another chest, this one with a Mythril Spear in it. Head up, and down the stairs to B5. Go all the way left here, and up to a chest with a Mythril Shield in it. Return to the area near the stairs, and go down to the lower left corner of this room to find the Ancient Sword (which is in a trap chest that makes you fight some Shadows and Ghouls). Now, go back to the right, and enter the door on the lower rightmost wall. Talk to the giant beaver standing at the top end of the room, and ask about the Goddess Bell. Head over to the wall on the left, and push against it until you find the passage to B6. From here, it's a straight walk up to the guardian of the Goddess Bell, the Adamantoise. Grab the chest with the Silver Cuirass, then talk to the turtle to commence the boss fight (after saving, naturally). BOSS: Adamantoise Strategy: As with the Sergeant, you need to either focus on using fists or magic to do much to this bad boy. The big difference is that Minwu isn't here to heal any longer, so you'll need a decent Cure level for one or more of your allies. After you've beaten that overgrown turtle, walk up and grab the Goddess Bell. This will open the path back out of the cave. Be sure Josef is well equipped and with good stats before you proceed, if you plan on playing Soul of Rebirth. Head to the entrance, and talk to Borghen to fight him. I'd hardly call it a boss fight, though; if you can beat Adamantoise, then Borghen is not even remotely difficult. After the fight is a short scene, and then you're back on your own. Head on out of the snow cavern, and back to Poft. You can visit Salamand to heal up if you need to, of course. Get Cid to give you a ride to Kashuan (it's cheap, and much much faster than walking there). Enter the keep. Kashuan Keep [WKASHUAN] --== Location: Kashuan Keep Items: Cure Tome, 500 Gil, Golden Shield, Mythril Axe, Mythril Sword, Werebuster, Golden Armor, Mallet, Eye Drops, Antidote Enemies: Zombie, Dead Head, Soldier, Balloon, Leg Eater, Vampire Thorn, Hornet, Queen Bee, Goblin, Goblin Guard, Goblin Prince, Wererat, Ogre, Land Turtle, Adamantoise, Shadow, Ghoul, Ogre Mage, Wraith Suggested HP: 250 to 350 Go up to the door into the keep and use the Goddess Bell. Head in and talk to Gordon. He has really mediocre stats, so you'll probably not have much use for him right now. Still, a fourth target can be useful. Anyway, make your way into the keep. To this end, walk right and down the stairs back to 1F. Go straight downwards to get a chest with a Cure Tome in it (might want to use that on Gordon), then go back up and loop around to the lower left corner and up the stairs. On 2F, go down and then right. Follow the obvious path up to a chest with 500 Gil in it. Continue left along the path, then down and right to reach the stairs to 3F. Here, go down the sole path 'til you reach the fork, and take the second path down to find a chest with a Golden Shield in it (and some Wererats). Backtrack and take the right downward path this time, all the way around to the stairs up. You'll be on 4F now. Head left, and down as soon as you reach a fork. Enter the doorway that's closer to you to find 3 chests with a Mythril Axe, a Mythril Sword, and a Werebuster in them. Return to the main 4F area, and continue left and then down to the stairs to 5F. You'll want to take the right path at the very near fork, and then head down to the chest with the Golden Armor in it (and some Mines, be careful). Visit the top-right room of this floor to find a Mallet, some Eye Drops, and an Antidote. Go down from this room, and venture left when you reach the fork that has a door to the south. Go all the way to the stairs back to 4F, and there, head into the room where Egil's Torch is stored. Of course, there's a boss guarding the torch, a Red Soul. Save, heal up, then fight it. BOSS: Red Soul Strategy: This fight will be much harder for magic-oriented players, as Red Soul absorbs all elemental magics. His defense is pitiful, though; even weapons can beat this guy, though unarmed fighters are still recommended. If you focused heavily on magic, take some time before the fight to level up your unarmed skill for your characters, and then fight him. After taking down Red Soul, head into the room proper and get Egil's Torch. Teleport out of here, then re-enter the keep. Walk up to the flame in the middle of the entrance and use Egil's Torch on it. That was easy, huh? Head outside and watch a brief scene, then go straight south. There's a small clearing in the forest that has a Chocobo in it! This bird lets you travel over land without encountering enemies, a real life-saver. Once you have it, head north, then west, then south until you reach the lake next to Paloom. Disembark from the Chocobo (it will always go back to its forest, unfortunately), then cross the lake back to Altair. Talk around town, and restock/heal as necessary. Now you have a very long trek ahead of you: you need to go far north of Fynn, to the Dreadnought. As before, stick close to Fynn's lake while going that way. Once you're past Fynn, though, just keep going north and west until you reach the Dreadnought itself. Fall of the Dreadnought [WDREADNOUGHT] --== NOTE: Don't go into the Dreadnought unless you are well-prepared and stocked up on items! You cannot leave the Dreadnought until you have completed it! Map Area: Land Bridge region Enemies: Land Turtle, Phorusracos, Ogre, Magician, Soldier, Wererat, Ogre Mage, Dual Heads Location: Dreadnought Items: Sleep Blade, 600 Gil, Hi-Potion, Potion, Dark Bow, Thief's Gloves, Trident, Main Gauche, Ice Shield, Giant's Helm. Enemies: Ghast, Wraith, Ghoul, Shadow, Wererat, Stunner, Balloon, Mine, Werepanther Suggested HP: 350 to 500 Notice the HP suggestions going up? Yeah, enemies are getting harder. Anyway, show the pass to the guard to get onto the Dreadnought. If you're pretty beefy, you can also say Wild Rose to him and beat a Captain enemy. Either way gets you in. Go downstairs and walk against the right wall of the cell with the chest to get the Sleep Blade (and fight some Soldiers and a Sergeant). Go back up to the previous floor, and up the stairway. From here, go all the way left to find a chest with 600 Gil in it. Go all the way right, then down and left at the small stairway. Go up through the doorway, then down the stairs. Follow the path to the 4-way intersection, and take the right path to reach two chests, with a Hi-Potion and a Potion in them. Backtrack to the intersection, and head right. Get the Dark Bow at the end of this path, then go down at the intersection and grab the Thief's Gloves. Go free Hilda and Cid (you have to talk to Cid to do this) and then go back up to the previous floor. This time, go all the way down and left, then right to the stairs. Loop all the way around to the stairs on this floor, and you'll be in a very wide area. Head down, left, and then up to four chests. They contain a Trident, a Main Gauche, an Ice Shield (guarded by a Hill Gigas, be wary), and a Giant's Helm. These items in hand, head up the staircase in the middle of the room. Go into the little room on this floor, and down yet another set of stairs. On this floor, you just have to weave about the maze made by the Captains blocking various paths. The course you take basically loops you all the way around the room and to the middle, where there's a door (which you should enter, of course). This is the engine room. Throw the Sunfire into the engine, and watch the long cinematics. Be sure to save afterwards! Unequip Gordon, and head into the king's bedroom. Your latest quest is upon you: go to Deist and recruit the aid of the Dragon Knights (Dragoons indeed... Stupid 16-bit era mistranslations...). Go ask Gordon about the Dragoons and Wyverns if you want (you can wait until later to ask somebody in Deist if you wish). Head back to Poft and talk to the new sailor. Then head out of town and get on the ship to the east. After this, you'll be in a very easy fight with 8 Pirates. Just attack them or use magic to beat them, and you'll get your latest fourth party member. You'll also get the ship, so now you can pretty much go anywhere in the world! The Open Seas and Deist [WDEIST] --== There's quite a bit you can do at this point. If you want to go get the Black Mask, you can do that now. It's on a small island in the middle of the ocean (you can see in on the Select + B map as a yellow dot in the middle of the bay). See the A Mysidian Ordeal chapter for details on how to conquer this cave. You can also visit Mysidia at this point, though it might be too hard for you right now. This guide will assume you plan to go to Deist first. Map Area: Open Seas Enemies: Killer Fish, Helldiver, Sea Snake, Buccaneer From where the ship starts, head south until you reach the snowy mountains that border the snowfield. Then head east for a bit, and south again. The large island between Salamand and the land bridge that the Dreadnought was on is where Deist is. Go on-shore, and enter the Dragon Knights' keep. Map Area: Deist region Enemies: Stalactite, Ogre, Ogre Mage, Shadow, Wraith, Ghoul, Ghast, Land Turtle, Hill Gigas Location: Deist Items: Cottage, Phoenix Down, Unicorn Horn, Stop Tome, Stun Tome, Curse Tome, Gold Needle, Sage's Wisdom, Saint's Spirit, Wing Sword, Mallet, Cross, Antidote, Eye Drops Talk to the boy twice, then head upstairs and talk to him and his mother. Be sure you learn the Wyverns and Dragoon terms now, if you didn't earlier. Raid the castle of its goods (be sure to check all the rooms, it's not like there's enemies here after all), then go north to the Wyvern's Cavern. Note that, if you've been using fists before now, this is a good time to start training in more conventional weapons like swords, axes, spears, and staves. Location: Deist Cavern Items: 230 Gil, Pendant, Mythril Armor, Mythril Helm, Mythril Gloves, Mythril Mirror, Knight's Armor, Saint's Spirit, Sage's Wisdom, Flame Bow, Ether, Mage's Staff, Mythril Shield, Acid Phial Enemies: Land Turtle, Stalagmite, Stalactite, Ogre, Ogre Mage, Ogre Chief, Hill Gigas, Revenant, Yellow Soul, Red Soul, Green Soul, Dual Heads, Adamantoise, Gigantoad Suggested HP: 500 to 750 The enemies here are a step up in difficulty, so watch out! Your goal right now is simple. Just head east (grabbing the 230 Gil chest), and down the steps in the upper right part of the first floor. Check the suit of armor to get a Pendant. Now, get the heck out of here, and back to Deist. Talk to the Wyvern, ask it about Wyverns, and it will give you the last Wyvern Egg. Now, go back to the Wyvern's Cavern. This time, you'll be going all the way to the bottom. There are two staircases down to take, one in each of the lower corners of the entrance floor. For efficiency's sake, take the right one. This takes you to a section of B2, which you should follow the path on. There's an obvious chest near the top of this path that has Mythril Armor in it, and one down from that one that has a Mythril Helm in it. There's also a staircase heading down a bit to the left of the lower chest. Go down it, ignore the bridge for now, and go up a ways to find a chest with some Mythril Gloves in it. Continue along this path to find a Mythril Mirror. Now try to cross the bridge. Whee! You'll land on B4, so go upwards from where you land to find some stairs down to B5. Follow the lone path down here to find some treasures (some Knight's Armor guarded by Adamantoises, a Saint's Spirit, a Sage's Wisdom, and a Flame Bow). Go back up to B4, and go to the fork near where you landed earlier. Go right from here, and up to B3. Go straight up to B2 from here, grab the Ether, and go back up to B1. Retrace your steps to just before those steps to the broken bridge, and instead continue left. Go down at the fork you quickly reach doing this, and get the Mage's Staff from the chest (which is guarded by harmless Green Souls). Take the upper path at the fork this time, and follow it to the stairs down. You're on B3 again, but this time on the other side of that bridge. Grab the Mythril Shield from the nearby chest, then walk up past the bridge (don't try to cross it again, it always breaks) and around to the stairs down. Go up the obvious path, and grab the Acid Phial in the left corner of this new room. Then take the stairs down to B5. The door you want here is the one on the middle-right (so the third door from the left). Save, and talk to the Chimera to commence the fight. BOSS: Chimera (anywhere from 2 to 4 of them) Strategy: The only really dangerous thing these guys can do is use their Blaze attack, which is not too life-threatening. Keep up on attacking in your preferred method (Blizzard works well for spells), and be sure to cure as necessary as well. After the boss, drop the egg into the spring. At last, this quest is over and done with! Save, teleport out of here, and head back to Altair. Temptation of the Princess [WTEMPTATION] --== You may want to unequip Leila for what's coming, as she's going to leave your party for a little bit soon. Or not, it's your choice. Anyway, go visit the princess (her room is the lower right one in the Rebel HQ), and talk to her. After an, ah, interesting scene, you'll be fighting yet another boss. BOSS: Queen Lamia Strategy: Now is when your abilities will either shine through or fail you. Queen Lamia can cause confusion and sleep status, and will try to often. Not a problem if your Magic Evasion count and percentage have gotten up to a decent number, but quite a problem otherwise. Use your preferred attack method, and keep up on healing. Note that this boss sometimes (very rarely) will drop a Ribbon, the best helmet in the game. After the fight, some story will commence, and Gordon will re-join you. Don't expect him to stay for long, though. Anyway, you now need to go to Palamecia, to save the real princess. Palamecia is easily identified on the Select + B map, as there's a very large desert bordering it. Head south and around the jetties of land that stick out between Altair and the open seas, and head south along the east coastline until you find a good landing point, preferrably a spot where the southern mountains are close by. Hoof it across the desert, and enter the Palamecia arena. You'll have to fight a boss there. Map Area: Palamecia region Enemies: Wild Horn, Gigantoad, Poison Toad, Land Ray, Antlion, Chimera BOSS: Behemoth Strategy: Lots of bosses all of a sudden, huh? Anyway, Behemoth is pretty well armored, but not so strong in the magic defense department. Attack as preferred and keep up on healing. If he's proving too tough, level your characters up for a bit before taking him on again. After the fight, you'll approach the Emperor. Wuh-oh, that wasn't supposed to happen, was it? Location: Palamecia Prison Items: Antidote, Ether, Elixir, Cottage Enemies: Specter, Magician, Revenant, Parasite, Sorcerer, Wizard, Sergeant, Captain Suggested HP: 600 to 800 Walk up to the grate and check it to continue. After Paul springs you from prison, go about collecting stuff (there's a ridiculously well-guarded Antidote in the lower right corner, and a room in a cranny around the middle of the room with an Ether, an Elixir, and a Cottage), then go upstairs (the stairs up are in the far upper right corner). Navigate your way to the prison cells, and unequip Gordon before even opening the door to the princess' cell; he's never re-joining your party. Once that's done, then open the princess' cell, and make your way out of the arena. Head back to Gatrea (remember that podunk town south of Fynn?), and heal up. Why not Altair? Because Altair's empty, that's why! Or almost so, anyway. Visit the little rebel camp near Gatrea if you want to, or just go straight up to Fynn Castle. Location: Fynn Castle Items: 2000 Gil, 1000 Gil, Break Tome, Death Tome, Toad Tome, 1000 Gil, Potion, Giant's Gloves, Aura Tome, Werebuster Enemies: Revenant, Specter, Death Flower, Dual Heads, Dual Deads, Stalactite, Stalagmite, Chimera, Brain, Parasite, Sorcerer, Wizard, Magician, Sergeant, Captain Suggested HP: 700 to 1000 Leila's waiting for you right at the first set of stairs, so talk to her and get her to re-join. Now you have a choice. If you're pretty well powered-up, go up and fight the boss. If not, wander about the castle and collect the items. Either way is fine, as the items won't go anywhere if you decide to fight the boss first. The enemies will, however. Anyway, go right and up to find two chests (one with 2000 Gil, one with 1000 Gil). Go back to the center of the floor, and take the left path this time. Go down at the fork, and up the stairs twice. On 3F, go right and up to find a treasure room with a Break Tome, Death Tome, and Toad Tome. Retrace your steps to 1F, and go up to the upper left corner of 1F to find 1000 Gil. Then take the central staircase. On 2F, get the chest to the right with the Potion (which is guarded by various undead). Walk into the wall just right of the chest, then go down to nab some Giant's Gloves. Retrace your steps to the center of the room, then go left to the chest with the Aura Tome (also guarded, this time by Sorcerers and Sergeants). Push along the lower left wall to find a secret area that has a chest with a Werebuster in it. The rest of the treasures can't be gotten until a bit later, so just go up to the throne room, save, and talk to the guy in the right throne. BOSS: Gottos Strategy: Bosses, bosses, bosses... And none of them particularly tough, either. Not that I'm complaining. Anyway, Gottos is generally easier to beat by using magic than weapons, but both will work. Not very tough for the enemy commander, is he? After the fight, Fynn is reclaimed! Talk to Hilda and learn everything she says to you (just keep asking her about things she brings up). Then talk to Gordon and learn everything he mentions, as well as asking him all of the new questions. The latest quest is to get the two Masks, the Crystal Rod, and eventually the Ultima Tome. I'm sure why you can see this next section is titled... A Mysidian Ordeal [WMYSIDIA] --== Location: Fynn Castle New Items: Golden Armor, Golden Shield, Gold Cuirass Okay, let's get started. If you want, go ask Paul about Ekmet Teloess. It doesn't matter if you do or not, of course. Go to the upper right wall of the throne room and press A along it until the game says you see nothing out of the ordinary. Say the password, then enter. When you reach the first floor, try to walk into the right wall to find a secret passage. Walk down, and try to walk through the same wall a bit further down. This leads to a store room with some nice armor. After you get that, go back to the path with the stairwells, and head into the basement. Location: Fynn Castle Basement Items: Knife, Eye Drops, Clothes, Ether, Potion, Maiden's Kiss, Hi-Potion, Flame Shield, Spider's Silk, Power Staff, Flame Armor, Betrayal Fang, Orichalcum Enemies: Ghast, Revenant, Wraith, Parasite, Changer, Brain, Green Soul, Ogre Mage, Ogre Chief, Adamantoise, Stalagmite Suggested HP: 850 to 1150 As you can see, most of the items down here suck. Go down and to the right to get the Knife, then back towards the stairs and up to the Eye Drops. Go right, detouring at the path down to another chest, this one with Clothes in it. Take the stairs in the upper right corner to B2. Go right and up to find the Ether, then left to the Potion. The upper left corner of the room has a Maiden's Kiss, and the stairs to B3 are in the upper right corner again. On B3, head straight down for a Hi-Potion, then to the bottom left corner for a Flame Shield. The top left corner has Spider's Silk in it, and the stairs are just down from that chest. On B4, go up and far right to a chest with a Power Staff in it (guarded by tons of undead). Shouldn't that be a Blood Sword? Anyway, there's a chest with Flame Armor in the top right corner, and a Betrayal Fang in the bottom right corner. The stairs are also in said corner. On B5, head far right, and then up to the chest with the Orichalcum in it (it's guarded by Rhyos enemies, beware). Go up and take the fifth door from the left. Open the chest and claim what you came down here for. Take the teleport pad behind the chest to get back outside the castle. White Mask in hand, now you need the Black Mask. For those of you who are still on the open seas chapter, this is where you should be looking. Head out into the middle of the ocean, and use the Select + B map to find the small cave in the middle of the ocean. That's your goal. Location: Tropical Island Items: Eye Drops, Hi-Potion x2, Ether, Spider's Silk x2, Sleepgrass x3, Scourge Tome x2, Blind Tome x2, Garlic, Gaia Drum, Death Idol, 1000 Gil Item Shop: Potion, Antidote, Hi-Potion, Ether, Sleep Tome Weapon Shop: Demon Axe, Demon Spear, Ruby Cuirass, Gaia Drum Enemies: Red Mousse, Yellow Jelly, Stunner, Wererat, Dual Heads, Dual Deads, Poison Toad, Wild Horn The island isn't particularly difficult to navigate, but it is rather twisted and confusing at times. Start by going straight down and claiming some Eye Drops. Then go up to the fork and up the middle upwards path to find a chest with a Hi-Potion in it. Up the other fork of this path is yet another Hi-Potion. Go back to the intersection, and go down the lower left path to find another chest, this one with an Ether in it. Back at the fork area, take the leftmost upper path and go left and down to a chest with Spider's Silk in it. Head back up and left, and go up at the fork you run into. This will take you down to B2. On this floor, go to the top left corner to get some Sleepgrass. Head down the stairs, grab the Spider's Silk from the chest, and go down the next set of stairs. Head upwards and go up the set of stairs here to reach the natives' village. There are some merchants here (as outlined above). They're dressed in pink, so that should help identify them. Retrace your steps to B2, and visit the upper right corner of the floor to get a Scourge Tome. Continue downwards, and grab yet another Scourge Tome, as well as a Blind Tome from a chest in the bottom right corner. Go left, and grab, yes, another Blind Tome. From here, just head up to the stairs down to B3. On B3, go straight down to find some Garlic, then go up and around to B4. Lots of choices here... Take the stairs up in the lower left corner of this room for a Phoenix Down (guarded by many undead), then take the stairs in the lower right corner and follow the continuous path to 3 chests. The chests have a Gaia Drum (guarded by Poison Toads and Wild Horns), and 2 Sleepgrass. Go back to B4 proper, and take the stairs on the upper left to find a Death Idol. Finally, go to the stairs on the upper right (be sure to nab the 1000 Gil along the way), and get the Sleep Tome down here. Then just go into the wooden door, save, and talk to the monster to commence a required fight. BOSS: Big Horn (2 to 4 of them) Strategy: These are common enemies pretty soon, so they're not much of a challenge. All they do is attack normally. Yawn. If you can't beat them, you need to upgrade your skills, and possibly your armor as well. After beating that pitiful excuse for a boss, pick up the Black Mask, and take the teleporter further in back to the world map. Now you need to use these items, of course. And to do that, you need to go to Mysidia. This ancient town is located southwest of Altair (remember how I told you to avoid straying too far south or west early in the game? That's why.), secluded by some mountains. Use the Select + B map to help you find it, if necessary. Just remember, it's not the location surrounded by a ring of mountains; that's Mysidia Cave, which comes later. Map Area: Mysidia region Enemies: Brain, Red Mousse, Black Flan, Cockatrice, Bomb, Killer Mantis, Vampire Girl, Big Horn, Flying Ray, Imp, Werewolf, Ghost, Mine, Wraith, Specter Location: Mysidia Weapon Shop: Power Staff, Flame Lance, Ogrekiller, Ice Bow Armor Shop: Ice Shield, Knight's Armor, Thief's Gloves, Giant's Gloves Magic Shop: Fire, Thunder, Blizzard, Cure; Cure, Blink, Protect, Shell; Barrier, Wall, Swap, Holy; Life, Sap, Warp, Teleport; Fear, Basuna, Esuna, Silence Hoo boy, Mysidia sells lots of spells... I suggest that, if you have any attack mages, you get them Holy. A lot of enemies are weak against it, and it does great damage at high levels. Actually, Holy's a good choice for even non-attack mages, since it's white magic. That means that your Cure users will be able to do some real damage with it, once it's at a decent level. In the southwest house of Mysidia is a bookshelf that you can ask about all sorts of stuff, and get some interesting backstory on FF2's world. Once you've had your fill, go to the small stairwell in the middle of town, and down below. Use the White Mask on the Goddess Statue. Now, head to Mysidia Cave, which is nestled in some mountains directly east of Mysidia itself. Location: Mysidia Cave Items: Gold Hairpin, Black Garb, Flame Lance, Power Staff, Ice Bow, Ogrekiller, Potion x2, Phoenix Down, Bell of Silence, Gold Needle, Drain Tome x2, Mini Tome, Ether, Hi-Potion x2, Osmose Tome, Crystal Rod Enemies: Brain, Malboro, Parasite, Changer, Red Mousse, Black Flan, Cockatrice, Flying Ray, Yellow Jelly, Yellow Soul, Red Soul, Wraith, Specter, Ghast, Revenant, Rhyos, Wild Horn, Death Flower, Ghost Suggested HP: 1000 to 1250 The enemies here may give you some trouble, so if it's getting too tough, back out and power up for a while. Start by taking the stairway up nearby, and go over all the way to the left and down to get a Gold Hairpin. Retrace your steps towards the entrance, and go down at the intersection just before the stairway back to the way you came in. Down in a little alcove, you'll find a chest with an indespensible Black Garb in it. Now, go all the way to the lower left corner of the room, down a stairway, and over to the clone of your main character. Use the Black Mask item on it, then proceed into the door behind it and down the stairs. On B2, take the right fork all the way through the wall it leads to. In this seemingly blocked-off area, go up and grab a Flame Lance. Go back through the wall, and up, left, and down to find a chest with a Power Staff. Make your way to the bottom left-hand corner of this floor, and go into the door in the alcove that occupies it. Head down the stairs to B3. Head up the nearby stairway, then up-left. In the top left corner is a chest which you can reach by walking into the wall two steps up from the intersection that leads to it. The chest has an Ice Bow in it. Head towards the top-right corner, and when you reach a wall blocking your progress, head downwards. Take a right at the intersection you reach, and go down to the lower area of this floor. There's a chest very close by with an Ogrekiller in it (and some Bombs, be careful). Go all the way left, then up until you reach a wall. Enter the nearby door. On B4, follow the obvious path until you reach a stairway, which you should go up. Take the left path all the way to its end, and go down the stairs to find a chest with a Potion in it. Continue downwards and enter the middle door for a Phoenix Down, Bell of Silence, and a Gold Needle. Exit the room, go down to the wall, then right and down again into another doorway. Head down to B5. Right off the bat, go grab the Drain Tome from the nearby chest (guarded by Ghosts), then go down and right to reach a stairway. Go and right, then up along this wall. Where the grass meets the water in the area with the chest, walk into the wall and go grab the chest (it has a Mini Tome in it). Go up and then left to find 4 chests, with a Potion, Ether, and 2 Hi-Potions in them. Retrace your steps back through the fake wall, and continue upwards and then left. Once you hit a wall, head down into an alcove area, then left and up through a door. At last, you're in the room you need to be in. Open the chest in the middle to get the Crystal Rod. The other two have a Drain Tome and an Osmose Tome. Once you have everything, teleport out of the cave and head back to your ship. See the ring-shaped area of land north of Mysidia? That's your goal. But before you go there, unequip Leila entirely; she's going bye-bye pretty soon. Once that's handled, sail into the ring. Location: Leviathan Items: Twist Headband, Power Vest, Power Armlet, Gaia Blade, Diamond Shield Enemies: Bolt Fish, Sea Dragon, Manta Ray Suggested HP: 1200 to 1500 Whoops! Welcome to the Leviathan. So close, eh? Fortunately, this is a very easy "dungeon". Go forward, grab the Twist Headband and Power vest along the way, and enter the bone door (eww) to reach the little pseudo- town that populates Leviathan's mouth. Go get the Power Armlet from the second northern room, then go to where there's a Dragon Knight blocking the way further in. Show the Crystal Rod to him. He'll join your party! Richard (or Ricard, due to space limitations) starts out a bit weak, but still a lot stronger than any other character starts out. Equip him as best you can, then head into the last part of the Leviathan (yep, short dungeon). Go up first to get the Gaia Blade (a fairly decent sword for this point), and down to get the Diamond Shield (a fairly decent shield for this point, guarded by Red Souls). Then go fight the Roundworm. BOSS: Roundworm Strategy: What strategy? This guy's not even remotely challenging. If you're having trouble with the Roundworm, then you seriously need to take some time and level up. Get on the ship to leave Leviathan for good. Head to the island in the ring, and press A in front of the tower to unseal it. The Crystal Tower [WTOWER] --== NOTE: If you plan to get a full bestiary, you MUST have the Land Ray and Phorusracos enemies before finishing the tower. You can find Land Rays out near Palamecia, and Phorusracos on the land bridge between Fynn and Palamecia. Once the tower is complete, all random encounters on the world map will be changed. Location: Mysidian Tower Items: Staff x2, White Robe, Flame Shield, Flame Armor, Flame Sword, Flame Lance, Ice Shield, Ice Lance, Ice Gloves, Ice Armor, Ice Brand, Elixir, Wizard's Staff, Spider's Silk, Hermes' Shoes, Unicorn Horn, Flare Tome, Hourglass, Cross, Ultima Tome Enemies: Malboro Terra, Death Flower, Imp, Basilisk, Vampire Girl, Killer Mantis, Chimera, Specter, Revenant, Devil's Bloom, Ghast, Wraith, Ice Lizard Suggested HP: 1250 to 1750 Holy crap, is this tower ever big. There are a lot of walls that aren't solid, as well. To start, go up to the top of the area and get the two Staff items. Not very good, huh? Push along the wall of the west Staff chest where you can see another chest, and you'll find a passage to it. That chest has the White Robe in it. After this, head up to the next floor of the tower. Major tone change here. Head left and up, and push along the walls to find a hidden passage to one of the chests. Follow this path downwards to get the other chests, and then right to reach the stairs up to the next floor. Here, take the furthest left door. Now there's a quirk about this area: encounters are massive, but only when you're not in the lava pools. So first, waltz over to the right side of the room to get the Flame Sword. Then, head up to the next level and get the two chests on either side of the main path. These items in hand, go into the next room and face off the Fire Gigas. BOSS: Fire Gigas Strategy: Eek. This is the first of the Gigas of Mysidia's tower. He's weak against ice (go figure, huh?), and the Ogrekiller axe can do decent damage as well. As long as you don't skimp on healing, and keep attacking him, you should do fine. This boss out of the way, head up the stairs to the fourth floor. Take a slight detour up to the fifth floor (careful, encounter rates are high up there), and pick up an Ice Lance. Back downstairs, get the Ice Shield from the chest (if you didn't before), then loop around downwards, grabbing some Ice Gloves along the way. There's a chest with some Ice Armor on the right side of the floor. Noticing a theme here? Take the stairs on the right side of this floor up to the next. Up here, keep to the ice; 1 damage per step is nothing, and you don't get encounters on it. Grab the chest along the path with the Ice Brand in it, then head up through the door. Here, you must fight Ice Gigas. BOSS: Ice Gigas Strategy: Like before, but this time you use fire on him. Ogrekiller is still a viable option, but his defense is higher than before. Might want to stick to the magic. Now, on to floor six! Up here, head right and get the chest with the Elixir in it, then backtrack and head downwards along the rightmost path (the left one just leads to a dead end). Make your way right, then down when you reach the rightmost wall. Go all the way down, then left. At the midpoint of this bridge is a path up; go that way and get the Wizard's Staff. After that, go back down and the rest of the way left, and into the door. Go up the stairs to reach floor seven. Here, head straight right and then down when you spot the chest to get Spider's Silk. Make your way upwards, grabbing the chest with the Hermes' Shoes in the upper right corner. Head straight left from this chest to find a Unicorn Horn. From there, continue all the way left, and enter the door. Here, you fight the Thunder Gigas. BOSS: Thunder Gigas Strategy: Aren't you glad this is the last one? Use Holy on him, since he is pretty much immune to everything else. If you have Scourge, use that instead; he's weak against poison. Ogrekiller axes practically don't even dent this guy, so weapons-heavy players may be in trouble against this particular enemy. That bad boy down, continue upwards. Go all the way up, and grab the chest with the Flare Tome (it's guarded by some Gottos and a Devil's Bloom, so be careful). Then take the left fork directly below this chest. Head up to the ninth floor of this infernal tower. Up here, go up through the water to reach a chest with an Hourglass in it. Straight left from the stairs is a chest with a Cross in it. From this chest, head up and then right across the upper level of water. Grab the chest with a Black Robe in it (WATCH OUT! A White Dragon guards this!), then enter the second door in the little alcove below the chest. Head up to the tenth floor. Go up and talk to Minwu, then watch. Now, go into the chamber, and talk to the four blue orbs. Each gives a stat boost to a random character, so why not? Once you have talked to all four, talk to the golden orb to obtain the Ultima Tome. A tip on who to teach this to: Ultima's power is based off of the caster's overall abilities, not just Ultima's level. So give it to whomever has the best magic levels and weapon skills. Do NOT give it to Richard! Once all is in order, teleport out of the tower and head back to Fynn. As you pass the various towns, you'll see that many have been destroyed. Uh oh, that can't be good. The Cyclone [WCYCLONE] --== There are new encounters on the world map now. Map Area: Open Seas Enemies: Bolt Fish, Sea Dragon, Manta Ray Map Area: Western World region (Fynn to Bafsk) Enemies: Sergeant, Captain, Sorcerer, Big Horn, Hill Gigas, Werepanther, Bomb Map Area: Eastern World region (Bafsk, Kashuan, Palamecia) Enemies: Land Worm, Scissorjaws, Devil's Bloom, Malboro Terra, Imperial Shadow Map Area: Mysidia region Enemies: Salamander, Mega Parasite, Killer Mantis, Mantis King, Pit Fiend, Vampire Girl, Ghost, Bomb, Big Horn, Flying Ray Location: Fynn Items: Wyvern, Ruby Cuirass, Black Garb, Thief's Gloves, Gold Cuirass, Gold Hairpin, Elixir, Silver Cuirass, Blood Sword Go and talk to Hilda. Learn the term Cyclone, and ask her about it. Go to the third floor via the second staircase on the first floor, and use the Pendant on the mirror. This will get you the Wyvern. Head into town, and ask Paul about the Cyclone. Then go check the right wall of his bedroom to find a secret passage with tons of goodies. Amongst them is the much-loved Blood Sword, which does damage based off of its target's HP. Make SURE you do this before proceeding to the next dungeon. All this nice stuff in hand, save and go walk into the Cyclone. Location: Cyclone Items: Ripper, Poison Axe, Diamond Gloves, Diamond Helm, Defender, Diamond Armor, Wind Flute Enemies: Devil's Bloom, Gottos, Wood Golem, Royal Guard, Captain, Lamia, Eyemoeba, Malboro Terra, Vampire Girl, Vampire Lady, Cockatrice Suggested HP: 1500 to 2000 Welcome to the weirdest dungeon yet! A castle in a tornado... Anyway, best to get moving. Head up the first staircase you see, and on the next floor, grab the Ripper from the nearby chest. Head downwards, then left, then up to reach a staircase. Head down across the electrified floors, and left to reach a chest with a Poison Axe inside. Backtrack to the first floor, and go up the left staircase, and up again. From here, head up the first staircase you see. Get the Diamond Gloves and Helm from the two chests, then head back to the previous floor. Head down, and then up the staircase you come to. On the next floor, head right and take the first staircase. There are two chests in the southern part of this area, and grab the Defender and Diamond Armor (the latter is guarded by a General). Ignore the electrified floor area (it leads to a dead end area), and head back to the previous floor. Head up the second staircase this time. On the next floor, go up again. On 6F, go south along the loop, and grab the chest with the Wind Flute (but be careful, it's guarded by a Green Dragon!). Head up to the next floor. This is it, the top floor. As you approach the Emperor, you'll have to fight 2 groups of Royal Guards. They're random encounters in this dungeon, so they should pose no threat whatsoever. Once the groups are down, you'll be up against the Emperor himself. BOSS: Emperor, Wood Golem, Royal Guard x2 Strategy: Well, this should be obvious, but you have to take out the three guys in front of the Emperor first. Dispose of the knights first (they're the easiest enemies in this encounter!), and then work on the Golem. He's got a lot of defense, so magic works well. Then it's on to the Emperor, who (for all his posturing) is a total pushover. With the Emperor down, all is well again in the world! Watch the scenes, and... Well, you'll see. To Palamecia [WPALAMECIA] --== Talk to the princess and learn Palamecia, then go to Paul's house. Talk to Cid, who is in front of Paul's bedroom. He will give you his airship. Good deal! Talk to Paul and ask him about Palamecia, then head out of Fynn and over to Poft. The airship is yours! Not that it's very handy any longer, since you've been everywhere in the world, but hey. At least you can get where you're going with no random encounters now! Anyway, go to Palamecia in your new flying boat (remember that arena you saved Hilda from earlier?), and land on the very top spire of the castle in the mountains. This will put you inside Palamecia Castle. This can be tricky; try to land two tiles above where the castle appears to be on the map. Just keep trying until you succeed. Note that you cannot warp or teleport out of Palamecia Castle, so be sure you're ready when you go in. Location: Palamecia Castle Items: Diamond Cuirass, Hourglass, Garlic, Ether, Buckler, Thunder Spear, Saint's Spirit, Sleepgrass, Mage's Staff, Healing Staff, Wizard's Staff, Sun Blade, Elixir x3, Hellfire, Wind Flute Enemies: Eyemoeba, General, Death Flower, Vampire Girl, Stone Golem, Gottos, Skull, Killer Mantis, Lamia, Cockatrice, Flying Ray, Wizard, Wooden Golem, Black Knight Suggested HP: 1750 to 2250 Don't let your starting floor fool you; you won't be on 7F for long. Head up into the door, and forward. Whee, down we go! From where you land, go down, and pick up a Diamond Cuirass. Go back up, and right this time. Take the far right downward passage, and the nearby stairs. From here, go left, and then downwards to get an Hourglass. Backtrack to floor 1. This time, go all the way down, and then left to a chest with some Garlic in it. Go back right, and take the fork upwards and up another staircase. From here, head right, and down to find a chest with an Ether in it. Now go up to get a Buckler (The heezy? What is this, Fynn Castle?), and loop around the area left, down, and then right to reach the stairs up. On 3F, head straight up to the intersection, and then left for a chest with a Thunder Spear in it (and the Imperial Shadow, be careful!). Head back up to the fork, and take the right path this time. At the junction, head down, and then up the stairs at the end of this hall. On 4F, head upwards, then take the first path down for a Saint's Spirit. Head back up to the path, and go left for some Sleepgrass. Take the path up, and at the fork, go left. Follow this path to its end, and enter the room to find a Mage's Staff, Healing Staff, and Wizard's Staff. Go back to the fork and head down the right path to the stairs up. On 5F, take the stairs to the left, and get the Sun Blade (which is guarded by some Couerls and a Lamia Queen). Loop around to reach some stairs to 7F. Up here, go left and down, and into a room with 3 Elixirs. Back out of the room, and backtrack to 5F, then go down and loop around left and up to reach some stairs up. Take the obvious path to the stairs up to 7F. The path to 8F is obvious as well. Up here, go all the way left, and up to reach a Hellfire and Wind Flute. Then just walk back around to the throne. Talk to Leon, and some cutscenes will commence. Just watch, and once they're over, check the next section of the walkthrough. Jade Passage [WJADE] --== So, this is it. Talk to Hilda and learn the term Jade Passage, then ask everybody in the throne room about it. Now you have your absolute last fourth character, as well. Leon has decent stats at best. To be honest, he's pretty under-powered. Now is a good (and indeed, wise) time to power everybody up, and boost their HP and MP. A good target for those is about 3500 HP and 350 MP. That will allow you to complete the coming areas comfortably, but not so easily that you're breezing through them like they aren't there. Train everybody up to max level in Cure, and make sure all of them can use Life, Esuna, and at least one attack spell (which should be level 8 or greater). I know, it's a lot of work, but it's worth the trouble to be prepared for these dungeons. Once you've prepared and feel ready, go down to the long jetty that sticks out from the Mysidia portion of the continent. There is a pit near the end of it that's opened up. That's the entrance to Jade. Location: The Jade Passage Items: Hellfire x2, Diamond Mace, Antarctic Wind, Cat Claws, Rune Axe, Betrayal Fang, Aegis Shield, Dragon Armor, Holy Lance, Yoichi's Bow, Hi-Potion, Protect Ring, Elixir Enemies: Great Molboro, White Dragon, Abyss Worm, Pit Fiend, Salamander, Mega Parasite, Ice Lizard, Hecteyes, Chimera Sphinx, Killer Mantis, Vampire Lady Magic Shop: Death, Berserk, Haste, Flare Suggested HP: 3500 or more Welcome to the road to hell! At least it's paved with good intentions... Head down to grab a Hellfire, then go to the top-right corner of the area for a Diamond Mace. The exit to the next floor is in the bottom-right corner. On B2, go upwards for another Hellfire, then right and down to find a chest with an Antarctic Wind in it. Continue downwards to the bottom of the room, grab the Cat Claws (guarded by a Blue Dragon, watch out), then swing right and up at the right corner. The exit to the next floor is through the door on the top right wall. On B3, go down the obvious path. Be sure to grab the Rune Axe near the midpoint (guarded by a King Behemoth). There's a merchant hanging out behind the waterfall at the bottom, who sells some pretty potent spells. The path to the next floor is through the third (righthand) door. On B4, head up for a Betrayal Fang, and visit the room on the topmost wall for a room with an Aegis Shield, Dragon Armor, and a Holy Lance. Yoichi's Bow is in the top right corner of the main B4 room (and guarded by a fairly potent Red Dragon). The stairs down are in the bottom left corner. From the start of B5, just loop around the area, grabbing the chests with the Hi-Potion, Protect Ring, and Elixir in them. The stairs to the next floor are obvious. On B6, follow the lone corridor. Step onto the teleport pad, and welcome to... Pandaemonium [WPANDAEMONIUM] --== Location: Pandaemonium, Castle of Hell Items: Ether, Elixir, Genji Armor, Genji Helm, Genji Gloves, Ribbon, Masamune, Sage's Wisdom, Hellfire, Acid Phial Enemies: Death Rider, Mantis Devil, Couerl, Lamia, Lamia Queen, Bomb, Fire Gigas, Devil's Bloom, Beast Demon, Devil Wolf, Mythril Golem, Roundworm, Blue Dragon, Ice Gigas, King Behemoth, Thunder Gigas, Iron Giant Suggested HP: 3500 or more Here we are, the last of the last. Pandaemonium is a HUGE place, so you will be wanting all that MP I suggested you get. Let's get cracking. Go downwards, then hang a right to the very end of the pseudo-hall. Go up the stairs, and then down and around via the many small staircases to the stairs up. On 2F, head downwards, and then up the stairs all the way up to the chest with the Ether. Continue left and down a separate stairway, and follow the only path available until you reach the teleport pad. Step on it to go to 3F. Here, head down and grab the chest with the Elixir in it. Backtrack to the teleporter, and go up and then down some stairs to the right. This will take you to a fork of sorts, which you should go right and down at. Continue downwards and take the teleport pad. On 4F, you have 4 paths to choose from. Take the far right door first, and make your way straight up to a chest with Genji Armor in it (guarded by Beelzebub). The others can be in pretty much any order, but save the middle-right door for last. The treasures in each area are: left side has Genji Gloves (guarded by Zombie Borghen), left-middle has a Genji Helm (guarded by Tiamat), and right-middle has a Ribbon (guarded by Astaroth). There's also a hidden path through the wall on the right side of the left door area (there are walk-through walls all along the path to this area), which leads to a chest with a very powerful Masamune katana in it. Give this blade to your best sword user, obviously. Once you have everything, take the teleporter in the middle-right door area, to a narrow straight on 4F. Walk up and around to the teleporter to 7F. Here, walk left a bit and then up to find a chest with a Sage's Wisdom in it. Continue left and up some stairs, then right and down when you reach a wide stairway. Continue along the very obvious path to the 8F teleporter. Here, there are chests in the bottom-right and top-left corners, containing a Hellfire and Acid Phial, respectively. The teleporter to 9F is in the top-right corner, naturally. 9F can hardly be called a floor. Just go down to almost the edge of the platform, then hang a left to the 10F teleport pad. This is it. Emperor Palamecia awaits just ahead. And the entire floor is laden with former bosses, too. Talk to the Emperor to commence the final battle. BOSS: Emperor Strategy: This guy again? He's not so hard now, though. Using your Blood Sword, if you have decent proficiency with swords, you can beat him in 2 to 4 rounds with that alone. Otherwise, you'll be wanting to use your best attack magic and weapons. The only weapons (besides the Blood Sword) that will do decent damage to him, though, are Masamune and Excalibur. Magic is the other viable option: Holy, Flare, and Ultima in particular are most effective. Keep at it, and heal when necessary. Congratulations! You've won FF2! Enjoy the ending. Soul of Rebirth [WREBIRTH] --== NOTE: You cannot participate in the Soul of Rebirth until you've won the main game. Soul of Rebirth uses three of the characters from the main game, so the more powerful those three are when you lose them, the better you'll do in SoR. Soul of Rebirth begins outside the Unknown Cave. Step into it and help Gordon's brother Scott beat up some Death Knights. Now begins the first "dungeon" of Soul of Rebirth. Location: Unknown Cave Items: Enemies: Giga Parasite, Soul Eater, Pyrolisk, Flan Princess, Death Knight, Miss Vamp, Bigfoot, Gil Snapper, Sea Serpent, Death Horn, Gigas Worm, Glasya Labolas, Blood Bones, Warg Wolf Suggested HP: 1000 or more If this place seems familiar, that's because it's the exact reverse of the Jade Passage. Fortunately, the enemies are much easier. ... BOSS: Roundworm Strategy: Again, what strategy? If anything, Roundworm is even easier in this form than he was when you first fought him. Just attack and heal as necessary, and you'll win. ... Location: Machanon Weapon Shop: Knife, Bow, Mythril Knife, Ice Bow; Staff, Javelin, Power Staff, Flame Lance; Broadsword, Axe, Wing Sword, Ogrekiller Armor Shop: Mythril Shield, Mythril Helm, Mythril Armor, Mythril Gloves; Buckler, Leather Cap, Clothes, Leather Gloves; Ice Shield, Giant's Helm, Knight's Armor, Giant's Gloves Magic Shop: Blink, Protect, Shell, Basuna; Cure, Fire, Thunder, Blizzard; Esuna, Life, Sap, Mini Welcome to Machanon, the land of paradise! But there's trouble in paradise, from the sounds of it. Go into the pub and talk to Cid for the full story. Shop around town and improve your armaments as necessary, and then go take the far right teleporter. In here, just go forward until you reach the room with Ultima. Get the four blue orbs, but hold off on checking the gold orb. Unless your party is already uber-beefy (ie. over 3000 HP and with high-level spells), you don't want to be touching that gold orb. Head back to the Unknown Cave and train your characters up for a bit. Target HP is, as said, 3000. Target MP is 300, but you can skimp on that if you want (but not for Minwu; try to get Minwu up to max, if you can manage it). Also, train a few of your characters in Flare and/or Holy, as it will prove invaluable. Once you're set, go back to the left shrine, save, and check the gold orb. BOSS: Ultima Weapon Strategy: Mmm gulp? This guy is actually not so tough if you have high HP and Minwu has high MP. Have everybody use their best spells, while Minwu keeps everybody alive with Cure lv. 16. If Minwu's MP drops below 50, give him an Elixir (you can buy them for 50,000 Gil at the item shop). Depending greatly on how much time you spent leveling up, Ultima Weapon will go down either very quickly or very slowly. Once Ultima is down, you get the Ultima Tome! Give this to Minwu, and take off one of his useless spells (I suggest ditching Fear or Teleport). Apparently, only Minwu can learn it anyway, so it's not like you have a hell of a lot of choice in the matter. Level up Ultima a bit, then go take the teleporter on the far north side of town to reach the Unknown Castle. Location: Unknown Castle Items: Enemies: Beast Devil, Lil Murderer, Purobolos, Dark Soul, Mother Brain, Mini Satana, Dark Magician, Chimera Brain, Lamia Matriarch, Cait Sith, Twin Heads, Catoblepas, Orukat, Malboro Menace, Chaos Rider, Gold Golem, Black Dragon, Dark Behemoth, Steel Giant, Black Knight Suggested HP: 3000 or more Looks familiar, yes? This is a reverse Pandaemonium. The enemies here are very annoying, so if your Agility is low, you'll be in for it something awful. ... BOSS: Emperor Strategy: Okay, he's definitely not as easy this time. That being said, he is still a push-over. Minwu should use Ultima frequently, pausing only to cast Cure lv. 16 when needed (which won't be often). If you have any other characters who are potent in Cure, let them relieve Minwu of curing duties so he can focus entirely on Ultima casting. The Emperor takes a while to beat, but he won't pose much of a threat as long as you keep up on healing. With the Emperor defeated, the second ending of FF2 will play out. Watch and enjoy! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= III. Gameplay Mechanics ==-- Stat Leveling Mechanics [GSTATS] --== These are the mechanics for how stats raise. The more rounds a battle lasts, the more likely you are to get a stat boost. HP and MP are the only stats that are a total exception to this rule. Your chances for those range from 1-in-2 to 1-in-64, depending on how much damage is taken or MP is used during a round of combat; the more damage taken or MP used, the better. HP: Lose HP in battle; 1-in-2 to 1-in-64 chance, depends on HP lost MP: Lose MP in battle; 1-in-2 to 1-in-64 chance, depends on MP lost Strength: Select Attack; 1-in-16 chance Intelligence: Use a black magic spell; 1-in-16 chance Spirit: Use a white magic spell; 1-in-16 chance Magic: Use any spell; 1-in-16 chance Stamina: Get hit by physical attacks; 1-in-16 chance Agility: Be targetted by and evade enemies' attacks; 1-in-16 chance Evasion: Be targetted by enemies' physical attacks; goes up every 64 Magic Evasion: Be targetted by enemies' magical attacks; goes up every 64 What the stats do is listed below: HP: Pretty obvious, lets you survive enemy attacks MP: Also obvious, lets you cast spells Strength: Ups attack power and critical hit rates Intelligence: Ups power of black magic spells Spirit: Ups power of white magic spells Magic: Decides how much MP you get when MP goes up Stamina: Decides how much HP you get when HP goes up Agility: Determines battle order, influences evasion percentages, decides how often you get ambushed and pre-emptive strikes Evasion: How many physical attacks you can avoid at once Magic Evasion: How many magical attacks you can avoid at once The following is a key for the abbreviations used in the equations below. Universal Key: STR = Strength AGI = Agility SPI = Spirit INT = Intelligence STA = Stamina MAG = Magic ACC = Accuracy percentage EVA = Evasion percentage MEV = Magic evasion percentage WGT = Equipment Weight WAT = Weapon attack power WAC = Weapon base accuracy WEV = Weapon base evasion SEV = Shield base evasion WLV = Weapon skill level SLV = Shield skill level MLV = Magic spell level SBD = Spell base damage ATT = Attack DEF = Defense AEP = Armor evasion penalty AME = Armor Magic Evasion percent bonus RNK = Rank of first target ACT = Number of attacks after first attack EXP = Experience DAM = Damage CHA = Chance of hitting ASL = All spell/skill levels Accuracy percentage works like this: ACC = WAC + STR Evasion percentage works like this: EVA = (AGL + WEV + (WEV * WLV) + SEV + (SEV * SLV)) - AEP Obviously, weapon and shield evasion bonuses do not take place if you do not equip a weapon/shield. And also obviously, equipping a second weapon or shield means that the weapon/shield calculation is done twice, once per weapon/shield. You can find the armor evasion penalties in Appendix A. If evasion goes over 99, you won't see any benefit from it, but it will still factor into certain equations. Magic evasion works like this: MEV = ((STA + MAG) / 2) + AME + 15 There is a hidden stat, equipment weight. This stat is different for each piece of armor, and can be found in Appendix A. Weapons and shields do not have equipment weight. Equipment weight cannot exceed 255, even if it would due to lots of heavy armor. Here's how equipment weight influences your Agility: AGI = (STR + AGI + EVA) - WGT Evasion can exceed 99 in memory, so you won't necessarily get an exact number from this equation. Also, AGI cannot exceed its initial value, nor can it go below 0. AGI changes are not apparent except in battle. Before I discuss attack power, I think it's appropriate to point out that each character has a dominant hand, usually their right. This is the hand that does more damage with a weapon in it. The passive hand is always weaker, and thus, the best hand to put a shield in. You can find out which is their dominant hand in the status screen, beneath their HP and MP. Attack power works like this: Dominant Hand Attack Power (one weapon): ATT = WAT + (STR / 2) Dominant Hand Attack Power (two weapons or weapon/shield): ATT = WAT + (STR / 4) Passive Hand Attack Power (one weapon): ATT = WAT + (STR / 4) Passive Hand Attack Power (two weapons or weapon/shield): ATT = WAT + (STR / 16) Unarmed (no shield): ATT = (8 * WLV) + (STR / 2) Unarmed (w/shield in passive hand): ATT = (8 * WLV) + (STR / 4) Unarmed (w/shield in dominant hand): ATT = (8 * WLV) + (STR / 8) Any fractions that result in these equations are rounded down. Defense power is straightforward, and equals helmet + armor + gloves. No stats influence defense at all. Weapons Mechanics [GWEAPONS] --== There are 8 weapon classes: Unarmed, Knife, Sword, Staff, Axe, Spear, Bow, and Shield. Each has their own experience, level and weapons, but all follow the same rules for leveling up. The amount of experience needed to level up a weapon depends on what its current level is. The table below outlines this. Note that the second half of the table is only used for spells, which also follow these experience rules. Level Experience Menu Uses Total MP Needed 1 20 10 10 2 25 13 26 3 25 13 39 4 30 15 60 5 35 18 90 6 40 20 120 7 45 23 161 8 50 25 200 9 60 30 270 10 70 35 350 11 80 40 440 12 90 45 540 13 90 45 585 14 100 50 650 15 100 50 700 16 99* 50 750 * You cannot gain any levels above 16. You can, however, max out experience at level 16. The experience earned in battle works like this: EXP = (10 + RNK + ACT) - WLV If (RNK + ACT) < WLV then EXP = 0 Allies are always rank 2 when targetting with any weapon or spell. Finishing a battle with two of the same weapon class will double the amount of experience that weapon skill earns after the battle. The maximum experience you can earn in one battle is 100 per hand. You can earn a maximum of 1 level per weapon type equipped, and 2 levels if you have 2 weapons of the same type equipped. Weapon damage works as so: DAM = (ATT - DEF) * WLV It is possible for this equation to result in 0 if the target's defense exceeds the attacker's attack power. Critical hits up ATT by 50%, or up hits done by 100%. A +/- 25% effect also takes place with ATT in this equation, so you can hit for more or less damage depending on luck. Spell Mechanics [GSPELLS] --== Like weapons, spells gain experience and levels as you use them. They follow the same experience curve as skills, as well. For spells that you can use in the menu, the second half of the experience table above outlines how much MP and how many repititions it would take to get them from one level to the next. In battle, spells gain experience differently, though. This is how it works in battle: EXP = (4 + RNK + (ACT * 2)) - MLV Note that, if you target all enemies with a spell, the highest-ranking one will determine the first enemy experience gained. Number of targets has no influence on spell levels. All allies count as rank 2. White magic spell damage is calculated as so: DAM = SBD + (SPR * 1.5) * SLV And black magic spell damage: DAM = SBD + (INT * 1.5) * SLV For both of these equations, if SPR or INT / 8 is less than 0, then the number is multiplied by 1 instead. You can find spell base damage values in Appendix B. All damage can be increased or decreased in power by as much as 25%. Note that for each spell level, there is a possibility of a spell level being a critical hit. When this happens, the spell behaves as though you have an additional spell level. One special case exists, as well. Ultima's power works like this: DAM = (SBD + ASL) * SLV For all damage-based spells, when targetting all enemies/allies, the following equation takes place: DAM = DAM / 4 Statistical spells are much simpler: CHA = INT or SPR INT is used for black magic, SPR for white. Spell level determines how many times a spell is attempted to be layered onto the target. The maximum number of layers for any spell effect is 16. For status effects like Toad, Death, Break, Silence, Teleport, and Warp (ie. status effects that either work or don't work), this calculation is used instead of the above: CHA = INT or SPR / 2 Multiple levels of these spells will instead add another chance for the spell to work on the enemy. For all chance-based spells, when targetting all enemies/allies, the following equation takes place: CHA = CHA / 4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Appendicies ==-- These are all of the bits and pieces of information that really don't belong anywhere else. Appendix A: Equipment [APPENDIXA] --== Here you will find a list of all of the equipment in the game. Weapons: Name: Hands Class: Unarmed Price: Attack: 8 Accuracy: 80 Evasion: 0 Special: Attack power goes up by 8 per Unarmed skill level Name: Knife Class: Knife Price: Attack: 3 Accuracy: 75 Evasion: 1 Special: None Name: Dagger Class: Knife Price: Attack: 7 Accuracy: 65 Evasion: 1 Special: None Name: Mythril Knife Class: Knife Price: Attack: 14 Accuracy: 67 Evasion: 1 Special: None Name: Main Gauche Class: Knife Price: Attack: 32 Accuracy: 70 Evasion: 5 Special: None Name: Orichalcum Class: Knife Price: Attack: 50 Accuracy: 72 Evasion: 1 Special: None Name: Ripper Class: Knife Price: Attack: 69 Accuracy: 75 Evasion: 1 Special: Does up to (20 * hits landed) in extra damage Name: Cat Claws Class: Knife Price: Attack: 86 Accuracy: 80 Evasion: 1 Special: None Name: Staff Class: Staff Price: Attack: 4 Accuracy: 70 Evasion: 1 Special: None Name: Mace Class: Staff Price: Attack: 9 Accuracy: 60 Evasion: 1 Special: None Name: Mythril Mace Class: Staff Price: Attack: 16 Accuracy: 60 Evasion: 1 Special: None Name: Werebuster Class: Staff Price: Attack: 28 Accuracy: 62 Evasion: 1 Special: Deals additional damage to were enemies Name: Mage's Staff Class: Staff Price: Attack: 40 Accuracy: 64 Evasion: 1 Special: Thunder-elemental, gives holder resistance to thunder; Casts Thunder Lv. 5 when used as an item Name: Power Staff Class: Staff Price: Attack: 53 Accuracy: 66 Evasion: 1 Special: None Name: Wizard's Staff Class: Staff Price: Attack: 64 Accuracy: 68 Evasion: 1 Special: Poioson-elemental, gives holder resistance to poison; Casts Scourge Lv. 16 when used as an item Name: Healing Staff Class: Staff Price: Attack: 78 Accuracy: 70 Evasion: 1 Special: Causes healing instead of damage to target Name: Diamond Mace Class: Staff Price: Attack: 90 Accuracy: 75 Evasion: 1 Special: None Name: Javelin Class: Spear Price: Attack: 6 Accuracy: 65 Evasion: 1 Special: None Name: Spear Class: Spear Price: Attack: 11 Accuracy: 55 Evasion: 1 Special: None Name: Mythril Spear Class: Spear Price: Attack: 18 Accuracy: 55 Evasion: 1 Special: None Name: Trident Class: Spear Price: Attack: 30 Accuracy: 57 Evasion: 1 Special: None Name: Demon Spear Class: Spear Price: Attack: 42 Accuracy: 60 Evasion: 1 Special: None Name: Flame Lance Class: Spear Price: Attack: 54 Accuracy: 62 Evasion: 1 Special: Fire-elemental, gives wielder resistance to fire Name: Ice Lance Class: Spear Price: Attack: 66 Accuracy: 65 Evasion: 1 Special: Ice-elemental, gives wielder resistance to ice Name: Thunder Spear Class: Spear Price: Attack: 78 Accuracy: 67 Evasion: 1 Special: Thunder-elemental, gives wielder resistance to thunder; Casts Thunderbolt Lv. 16 when used as an item Name: Holy Lance Class: Spear Price: Attack: 90 Accuracy: 70 Evasion: 1 Special: Holy-elemental; Casts Holy Lv. 8 when used as an item Name: Broadsword Class: Sword Price: 50 Gil Attack: 8 Accuracy: 60 Evasion: 1 Special: None Name: Longsword Class: Sword Price: Attack: 13 Accuracy: 50 Evasion: 1 Special: None Name: Mythril Sword Class: Sword Price: Attack: 20 Accuracy: 50 Evasion: 1 Special: None Name: Ancient Sword Class: Sword Price: Attack: 25 Accuracy: 10 Evasion: 1 Special: Attempts to curse target when it hits Name: Sleep Blade Class: Sword Price: Attack: 30 Accuracy: 10 Evasion: 1 Special: Attempts to put its target to sleep when it hits Name: Wing Sword Class: Sword Price: Attack: 42 Accuracy: 56 Evasion: 1 Special: None Name: Blood Sword Class: Sword Price: Attack: 0 Accuracy: 0 Evasion: 0 Special: Deals 1/16th of target's maximum HP in damage per hit, and absorbs that damage as HP; reverse effect against undead Name: Gaia Blade Class: Sword Price: Attack: 52 Accuracy: 58 Evasion: 1 Special: None Name: Flame Sword Class: Sword Price: Attack: 63 Accuracy: 60 Evasion: 1 Special: Fire-elemental, gives holder resistance to fire Name: Ice Brand Class: Sword Price: Attack: 72 Accuracy: 62 Evasion: 1 Special: Ice-elemental, gives holder resistance to ice Name: Defender Class: Sword Price: Attack: 78 Accuracy: 64 Evasion: 8 Special: None Name: Sun Blade Class: Sword Price: Attack: 83 Accuracy: 65 Evasion: 1 Special: None Name: Excalibur Class: Sword Price: Attack: 100 Accuracy: 75 Evasion: 1 Special: Gives holder resistance to all status ailments and elements Name: Masamune Class: Sword Price: Attack: 150 Accuracy: 90 Evasion: 2 Special: Casts Haste Lv. 11 when used as an item Name: Axe Class: Axe Price: Attack: 10 Accuracy: 55 Evasion: 1 Special: None Name: Battle Axe Class: Axe Price: Attack: 15 Accuracy: 45 Evasion: 1 Special: None Name: Mythril Axe Class: Axe Price: Attack: 22 Accuracy: 45 Evasion: 1 Special: None Name: Demon Axe Class: Axe Price: Attack: 27 Accuracy: 45 Evasion: 1 Special: None Name: Ogrekiller Class: Axe Price: Attack: 58 Accuracy: 50 Evasion: 1 Special: Bonus damage to giants Name: Poison Axe Class: Axe Price: Attack: 76 Accuracy: 55 Evasion: 1 Special: Causes Poison status to target; poison-elemental, gives holder resistance to poison-elemental attacks Name: Rune Axe Class: Axe Price: Attack: 95 Accuracy: 60 Evasion: 1 Special: Bonus damage to wizards; casts Fog Lv. 6 when used as an item Name: Bow Class: Bow Price: Attack: 1 Accuracy: 50 Evasion: 0 Special: None Name: Longbow Class: Bow Price: Attack: 5 Accuracy: 40 Evasion: 0 Special: None Name: Mythril Bow Class: Bow Price: Attack: 13 Accuracy: 40 Evasion: 0 Special: None Name: Dark Bow Class: Bow Price: Attack: 25 Accuracy: 0 Evasion: 0 Special: Attempts to blind target when it hits Name: Flame Bow Class: Bow Price: Attack: 42 Accuracy: 47 Evasion: 0 Special: Fire-elemental, gives holder resistance to fire Name: Ice Bow Class: Bow Price: Attack: 56 Accuracy: 50 Evasion: 0 Special: Ice-elemental, gives holder resistance to ice Name: Killer Bow Class: Bow Price: Attack: 0 Accuracy: 0 Evasion: 0 Special: Dummied item; can kill its target instantly regardless of damage Name: Yoichi's Bow Class: Bow Price: Attack: 90 Accuracy: 75 Evasion: 0 Special: Casts Berserk Lv. 3 when used as an item Shields: Name: Buckler Price: 50 Gil Evasion: 4 Special: None Name: Bronze Shield Price: Evasion: 5 Special: None Name: Mythril Shield Price: Evasion: 6 Special: None Name: Golden Shield Price: Evasion: 7 Special: Gives holder resistance to poison-elemental attacks Name: Ice Shield Price: Evasion: 7 Special: Gives holder resistance to ice Name: Flame Shield Price: Evasion: 7 Special: Gives holder resistance to fire Name: Diamond Shield Price: Evasion: 7 Special: Gives holder resistance to thunder Name: Dragon Shield Price: Evasion: 9 Special: Gives holder resistance to all elemental attacks Name: Aegis Shield Price: Evasion: 10 Special: Gives holder resistance to all status ailments Helmets: Name: Leather Cap Price: Defense: 1 Evasion: -2 Magic Evasion: 0 Weight: 2 Special: None Name: Bronze Helm Price: Defense: 2 Evasion: -5 Magic Evasion: 0 Weight: 8 Special: None Name: Mythril Helm Price: Defense: 4 Evasion: -5 Magic Evasion: 5 Weight: 8 Special: None Name: Giant's Helm Price: Defense: 6 Evasion: -13 Magic Evasion: 5 Weight: 24 Special: Strength +10 Name: Flame Helm Price: Defense: 13 Evasion: -14 Magic Evasion: 5 Weight: 26 Special: Gives wearer resistance to ice Name: Diamond Helm Price: Defense: 17 Evasion: -18 Magic Evasion: 5 Weight: 34 Special: Gives wearer resistance to thunder Name: Genji Helm Price: Defense: 30 Evasion: -31 Magic Evasion: 10 Weight: 60 Special: Gives wearer resistance to ? Name: Twist Headband Price: Defense: 12 Evasion: -2 Magic Evasion: 5 Weight: 2 Special: Gives wearer resistance to ?; Strength +10 Name: Gold Hairpin Price: Defense: 11 Evasion: -2 Magic Evasion: 10 Weight: 0 Special: Gives wearer resistance to ?; Agility +10 Name: Ribbon Price: Defense: 10 Evasion: 0 Magic Evasion: 21 Weight: 0 Special: Gives wearer resistance to all status conditions Armor: Name: Clothes Price: Defense: 1 Evasion: -5 Magic Evasion: 0 Weight: 2 Special: None Name: Leather Armor Price: Defense: 2 Evasion: -10 Magic Evasion: 0 Weight: 4 Special: None Name: Bronze Armor Price: Defense: 5 Evasion: -14 Magic Evasion: 0 Weight: 20 Special: None Name: Mythril Armor Price: Defense: 10 Evasion: -14 Magic Evasion: 5 Weight: 20 Special: None Name: Golden Armor Price: Defense: 15 Evasion: -19 Magic Evasion: 5 Weight: 30 Special: Gives wearer resistance to poison-elemental attacks Name: Knight's Armor Price: Defense: 22 Evasion: -24 Magic Evasion: 5 Weight: 44 Special: None Name: Flame Armor Price: Defense: 29 Evasion: -33 Magic Evasion: 5 Weight: 58 Special: Gives wearer resistance to ice Name: Ice Armor Price: Defense: 36 Evasion: -40 Magic Evasion: 5 Weight: 72 Special: Gives wearer resistance to fire Name: Diamond Armor Price: Defense: 43 Evasion: -47 Magic Evasion: 5 Weight: 86 Special: Gives wearer resistance to thunder Name: Dragon Armor Price: Defense: 50 Evasion: -54 Magic Evasion: 5 Weight: 50 Special: Gives wearer resistance to all elements Name: Genji Armor Price: Defense: 75 Evasion: -79 Magic Evasion: 10 Weight: 100 Special: Gives wearer resistance to ? Name: Copper Cuirass Price: Defense: 5 Evasion: -5 Magic Evasion: 5 Weight: 1 Special: None Name: Silver Cuirass Price: Defense: 10 Evasion: -5 Magic Evasion: 5 Weight: 1 Special: None Name: Ruby Cuirass Price: Defense: 15 Evasion: -5 Magic Evasion: 5 Weight: 1 Special: None Name: Gold Cuirass Price: Defense: 22 Evasion: -5 Magic Evasion: 5 Weight: 1 Special: None Name: Diamond Cuirass Price: Defense: 43 Evasion: -5 Magic Evasion: 5 Weight: 1 Special: None Name: White Robe Price: Defense: 30 Evasion: -5 Magic Evasion: 21 Weight: 0 Special: Spirit +10; gives wearer resistance to all status ailments Name: Black Robe Price: Defense: 35 Evasion: -5 Magic Evasion: 21 Weight: 0 Special: Intelligence +10; gives wearer resistance to all elements Name: Power Vest Price: Defense: 25 Evasion: -5 Magic Evasion: 5 Weight: 1 Special: Strength +10 Name: Black Garb Price: Defense: 40 Evasion: 0 Magic Evasion: 5 Weight: 1 Special: Agility +10 Gloves: Name: Leather Gloves Price: Defense: 1 Evasion: -3 Magic Evasion: 0 Weight: 4 Special: None Name: Bronze Gloves Price: Defense: 3 Evasion: -8 Magic Evasion: 0 Weight: 24 Special: None Name: Mythril Gloves Price: Defense: 6 Evasion: -8 Magic Evasion: 5 Weight: 24 Special: None Name: Thief's Gloves Price: Defense: 15 Evasion: -3 Magic Evasion: 5 Weight: 40 Special: Agility +10 Name: Giant's Gloves Price: Defense: 15 Evasion: -17 Magic Evasion: 5 Weight: 60 Special: Strength +10 Name: Ice Gloves Price: Defense: 20 Evasion: -22 Magic Evasion: 5 Weight: 80 Special: Gives wearer resistance to fire Name: Diamond Gloves Price: Defense: 25 Evasion: -27 Magic Evasion: 5 Weight: 100 Special: Gives wearer resistance to thunder Name: Genji Gloves Price: Defense: 45 Evasion: -47 Magic Evasion: 10 Weight: 100 Special: Gives wearer resistance to ? Name: Protect Ring Price: Defense: 18 Evasion: -3 Magic Evasion: 21 Weight: 0 Special: Gives wearer resistance to instant death Name: Power Armlet Price: Defense: 19 Evasion: -3 Magic Evasion: 5 Weight: 2 Special: Strength +10 Special Equipment (SoR only): Name: Wild Rose Class: Sword Attack: 100 Accuracy: 99 Evasion: 17 Special: Strength +99, Intelligence +99; can only be equipped by Scott Name: Stardust Rod Class: Staff Attack: 90 Accuracy: 99 Evasion: 17 Special: Spirit +99, Intelligence +99, Magic +99; can only be equipped by Minwu Name: Wyvern Lance Class: Spear Attack: 100 Accuracy: 99 Evasion: 17 Special: Strength +99, Agility +99; can only be equipped by Richard Name: Bracers Class: Armwear Defense: 30 Evasion: -5 Magic Evasion: 5 Weight: 80 Special: Strength +99, Stamina +99; can only be equipped by Josef Appendix B: Spells [APPENDIXB] --== Here is a listing of all the spells, how they work, and how you can get your hands on them. Enemies and locations marked with * are in Soul of Rebirth only. Spell: Fire Type: Black Price: 100 Gil Base Damage: 16 Effect: Deals fire-elemental damage Level-Up Effect: Increased damage amounts Found: Buy in Altair, Mysidia, Machanon*; find in Semitt Falls Dropped: Magician, Dark Magician* Spell: Thunder Type: Black Price: 100 Gil Base Damage: 16 Effect: Deals thunder-elemental damage Level-Up Effect: Increased damage amounts Found: Buy in Altair, Mysidia, Machanon* Dropped: Magician, Dark Magician* Spell: Blizzard Type: Black Price: 100 Gil Base Damage: 16 Effect: Deals blizzard-elemental damage Level-Up Effect: Increased damage amounts Found: Buy in Altair, Mysidia, Machanon*; find in Ice Cavern Dropped: Ogre Mage, Vampire Lady, Miss Vamp*, Dark Soul* Spell: Scourge Type: Black Price: N/A Base Damage: 16 Effect: Deals poison-elemental damage Level-Up Effect: Increased damage amounts Found: Found on Tropical Island Dropped: Magician, Dark Magician* Spell: Drain Type: Black Price: N/A Base Damage: 8 Effect: Steals HP from target(s) Level-Up Effect: Increased HP stolen Found: Found in Mysidia Cave Dropped: Sorcerer, Wizard Spell: Asper (Osmose) Type: Black Price: N/A Base Damage: 8 Effect: Steals MP from target(s) Level-Up Effect: Increased MP stolen Found: Found in Mysidia Cave Dropped: Wizard Spell: Flare Type: Black Price: 50,000 Gil Base Damage: 32 Effect: Deals non-elemental damage Level-Up Effect: Increased damage amounts Found: Found in Mysidia Tower, buy in Jade Passage Dropped: Wizard, Thunder Gigas, Tiamat, Li'l Murderer*, Yamanato Orochi* Spell: Sleep Type: Black Price: N/A Base Accuracy: 50 Effect: Puts target(s) to sleep Level-Up Effect: Increased success rate Found: Found on Tropical Island Dropped: Ogre Mage, Dark Soul* Spell: Stun Type: Black Price: N/A Base Accuracy: 25 Effect: Causes target(s) to be stunned for a round Level-Up Effect: Increased success rate Found: Found in Deist Castle Dropped: Royal Guard, Magician, Death Knight, Dark Magician* Spell: Stop Type: Black Price: N/A Base Accuracy: 50 Effect: Causes target(s) to be stunned for multiple rounds Level-Up Effect: Increased success rate Found: Found in Deist Castle Dropped: Ice Gigas Spell: Confuse Type: Black Price: N/A Base Accuracy: 50 Effect: Causes target(s) to attack their allies Level-Up Effect: Increased success rate Found: Nowhere Dropped: Fire Gigas, Thunder Gigas, Li'l Murderer, Twin Heads* Spell: Blind Type: Black Price: N/A Base Accuracy: 25 Effect: Causes target(s) to be blinded, lowering attack accuracy Level-Up Effect: Increased success rate Found: Found on Tropical Island Dropped: Ogre Mage, Dark Soul* Spell: Curse Type: Black Price: N/A Base Accuracy: 25 Effect: Causes target(s) to be cursed, lowering all parameters Level-Up Effect: Increased success rate Found: Found in Deist Castle Dropped: Captain, Purobolos*, Mini Satana* Spell: Toad Type: Black Price: N/A Base Accuracy: 25 Effect: Causes target(s) to become toads, and flee the battle Level-Up Effect: Increased success rate Found: Found in Fynn Castle Dropped: Captain, Sorcerer, Purobolos*, Mini Satana* Spell: Break Type: Black Price: N/A Base Accuracy: 25 Effect: Causes target(s) to become stone, and unable to fight Level-Up Effect: Increased success rate Found: Found in Fynn Castle Dropped: None Spell: Death Type: Black Price: N/A Base Accuracy: 25 Effect: Causes target(s) to die instantly Level-Up Effect: Increased success rate Found: Buy in Jade Passage; found in Fynn Castle Dropped: Sorcerer Spell: Warp Type: White Price: 1,000 Gil Base Accuracy: 25 Effect: Causes target(s) to be removed from battle Level-Up Effect: Increased success rate Found: Buy in Salamand, Mysidia Dropped: Ogre Mage, Royal Guard, Wizard, Death Knight*, Dark Soul* Spell: Berserk Type: White Price: N/A Base Accuracy: 50 Effect: Ups target's attack power Level-Up Effect: Increased effect of spell Found: Buy in Jade Passage Dropped: Magician, Dark Magician* Spell: Haste Type: White Price: ? Base Accuracy: 50 Effect: Ups target's attack count Level-Up Effect: Increased effect of spell Found: Buy in Jade Passage Dropped: Gottos, Sorcerer Spell: Aura Type: White Price: ? Base Accuracy: 50 Effect: Increased damage of all attack methods Level-Up Effect: Increased effect of spell Found: Found in Fynn Castle Dropped: Sorcerer Spell: Cure Type: White Price: 100 Gil Base Damage: 32 Effect: Restores HP Level-Up Effect: Increased restoration amounts Found: Buy in Altair, Paloom, Poft, Mysidia, Machanon*; found in Kashuon Keep Dropped: None Spell: Raise (Life) Type: White Price: 1,000 Gil Base Effect: 1/64th HP recovered Effect: Restores target to life Level-Up Effect: Increased restoration amounts Found: Buy in Salamand, Mysidia, Machanon* Dropped: Tiamat, Yamanato Orochi* Spell: Basuna Type: White Price: 600 Gil Effect: Removes temporary status ailments Level-Up Effect: Increased success, increased status ailment curing powers Found: Buy in Bafsk, Mysidia, Machanon* Dropped: None Spell: Esuna Type: White Price: 600 Gil Effect: Removes lasting status ailments Level-Up Effect: Increased success, increased status ailment curing powers Found: Buy in Bafsk, Mysidia, Machanon* Dropped: None Spell: Barrier Type: White Price: 5,000 Gil Base Accuracy: 25 Effect: Ups Magic Evasion percentage Level-Up Effect: Increased effect of spell Found: Buy in Mysidia Dropped: None Spell: Blink Type: White Price: 300 Gil Base Accuracy: 50 Effect: Ups Evasion percentage Level-Up Effect: Increased effect of spell Found: Buy in Paloom, Poft, Mysidia, Machanon* Dropped: Ogre Mage, Dark Soul* Spell: Protect Type: White Price: 300 Gil Base Accuracy: 50 Effect: Ups Defense Level-Up Effect: Increased effect of spell Found: Buy in Paloom, Poft, Mysidia, Machanon* Dropped: None Spell: Shell Type: White Price: 300 Gil Base Accuracy: 50 Effect: Ups Magic Defense count Level-Up Effect: Increased effect of spell Found: Buy in Paloom, Poft, Mysidia, Machanon* Dropped: None Spell: Wall Type: White Price: 5,000 Gil Base Accuracy: 25 Effect: Ups Magic Defense count; also allows for complete magic evasion Level-Up Effect: Increased effect of spell Found: Buy in Mysidia Dropped: None Spell: Dispel Type: White Price: N/A Base Accuracy: 25 Effect: Removes Barrier, Protect, Shell, and Wall Level-Up Effect: Increased success rate and effect Found: Nowhere; only Minwu has it Dropped: None Spell: Mini Type: White Price: 2,000 Gil Base Accuracy: 25 Effect: Shrinks target, reducing their attack power Level-Up Effect: Increased success rate Found: Mysidia Cave; Buy in Machanon* Dropped: None Spell: Silence Type: White Price: 600 Gil Base Accuracy: 25 Effect: Removes the target's ability to use magic Level-Up Effect: Increased success rate Found: Buy in Bafsk Dropped: None Spell: Sap Type: White Price: 1,000 Gil Base Accuracy: 25 Effect: Removes from 50% to 90% of the target's MP Level-Up Effect: Increased success rate Found: Buy in Salamand, Mysidia, Machanon* Dropped: None Spell: Fog Type: White Price: N/A Base Accuracy: 25 Effect: Causes target(s) to no longer be able to use magic or skills Level-Up Effect: Increased success rate Found: Nowhere; only Minwu gets it Dropped: None Spell: Slow Type: White Price: N/A Base Accuracy: 25 Effect: Reduces the attack count of the target(s) Level-Up Effect: Increased effect of spell Found: Nowhere; only Minwu gets it Dropped: None Spell: Swap Type: White Price: 1,000 Gil Base Accuracy: 25 Effect: Exchanges the HP and MP values of target and caster Level-Up Effect: Increased success rate Found: Buy in Salamand, Mysidia Dropped: None Spell: Fear Type: White Price: 600 Gil Base Accuracy: 25 Effect: Increases chance of target(s) fleeing the battle Level-Up Effect: Increased success rate Found: Buy in Bafsk, Mysidia Dropped: None Spell: Holy Type: White Price: 20,000 Gil Base Damage: 24 Effect: Deals holy-elemental damage Level-Up Effect: Increased damage amounts Found: Buy in Mysidia, Jade Passage Dropped: Tiamat, Yamanato Orochi* Spell: Teleport Type: White Price: 1,000 Gil Base Accuracy: 50 Effect: Causes target(s) to be removed from battle Level-Up Effect: Increased success rate Found: Buy in Salamand, Mysidia; found in Semitt Falls Dropped: None Spell: Ultima Type: White Price: N/A Base Damage: 96 Effect: Deals non-elemental damage based off of caster's skill/spell levels Level-Up Effect: Increased damage amounts Found: Obtained during the story; defeat Ultima Weapon in Soul of Rebirth Dropped: None Appendix C: Items --== This is a list of all the other types of items: how much they cost, where to find them, and what they do. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= IV. Conclusion ==-- Special Thanks To [CTHANKSTO] --== These are the people who helped me out along the way. * silktail - Brought a few mechanics to my attention. * thriceborn phoenix - Helped me out with equipment weight calculations. Also pointed a few errors out to me. Afterword [CAFTERWORD] --== FF2, even after well over a decade of existing, has still never fully been understood. This guide is my own attempt towards that end, and I hope it proves useful to somebody besides myself. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Copyright 2005 Sky Render