guide ff1

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------------ -----------------------------Table Of Contents------------------------------ ----------------------------------------------------------------- ----------- 1) Introduction 2) Controls 3) Stats 4) Characters 5) Teams 6) Walkthrough 7) Bosses 8) Weapons 9) Armors 10)Items 11)Magic 12)Enemies 13)Bugs/Oddities 14)Older Version History Section 15)Final Word ----------------------------------------------------------------- ----------- --------------------------------- Introduction------------------------------- ----------------------------------------------------------------- ----------- 1) The world is veiled in darkness. The wind stops, the sea is wild, and the earth begins to rot. The people wait,

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full guide to ff1

Transcript of guide ff1

-----------------------------------------Table Of Contents----------------------------------------------------------------------------------------------------------

1) Introduction2) Controls3) Stats4) Characters5) Teams6) Walkthrough7) Bosses8) Weapons9) Armors10)Items11)Magic12)Enemies13)Bugs/Oddities14)Older Version History Section15)Final Word

-------------------------------------------------------------------------------------------------------------Introduction-----------------------------------------------------------------------------------------------------------

1) The world is veiled in

darkness. The wind stops,

the sea is wild,

and the earth begins to rot.

The people wait,

their only hope, a prophecy....

" When the world is in darkness

Four Warriors will come...."

After a long journey, four

young warriors arrive,

each holding an ORB.

With these prophetic words, the four Light Warriors will arrive at Coneria,and you will be the one who controls their actions, movements, and theirdestinies...

Welcome to the origin game for one of the most beloved game series ever...Final Fantasy. Although this game has been covered well, I feel a need towrite as it brought me so much joy as I was growing up as a way to sharethat joy (a tad corny, eh?). Anyway, I hope you will enjoy my take on thegame as well as the input of many of the internet gaming community (providedyou guys and gals send stuff, which I really appreciate!).

---------------------------------------------------------------------------------------------------------------Controls-------------------------------------------------------------------------------------------------------------

2) This section will look at the controls for the overworld and battle.

o-----------o | Overworld | o-----------o

D-Pad : Moves your party in the direction pressed.

SELECT : Opens the party order menu.

START : Opens the regular menu.

B Button: No apparent use.

A Button: Talks to people, examines objects, and open Treasure Chests.

o--------o | Battle | o--------o

D-Pad : Moves your hand cursor in the direction pressed.

SELECT : No apparent use.

START : No apparent use.

B Button: Cancels a command and returns to the previous one.

A Button: Confirms a command.

----------------------------------------------------------------------------------------------------------------Stats---------------------------------------------------------------------------------------------------------------

3) This section will look at the various stats that each character has and what they mean.

o----------o | Strength | o----------o

Marked as: STR.

This stat will help determine your Damage total when attacking, with characters gain 1 Damage for every two points of Strength. However, total damage is not completely determined through this stat as Hit% plays a role in the multiple hit attacks, so a separate calculation is made for all of the hits.

o---------o | Agility | o---------o

Marked as: AGL.

This stat has the honour of helping to determine your Evade%, along with theheaviness of your Armor. A higher Agility will help your characters tododge incoming attacks easier.

o--------------o | Intelligence | o--------------o

Marked as: INT.

For this stat, I can discern no real purpose. it does not seem to have aneffect on the strength of spell power (which appears to be randomized), andcharacters cannot make changes mid-battle form your commands (so no ratingan AI with this stat either). It also does not appear to have any bearingupon Magical Defense as suggested previously, thanks to some extra info fromthe Final Fantasy board at GameFAQs.

o----------o | Vitality | o----------o

Marked as: VIT.

This stat helps determine your overall Hit Point totals, with every four points of Vitality brings the gain of an additional Hit Point at each level.

o------o | Luck | o------o

Marked as: LUCK

This stat seems to have one sole purpose, and that is to guage the abilityof a character to escape battle. When running, a character's Luck is compared to the status byte of the character two positions lower, where asthe two bottom-rank characters are compared to a random value to determinetheir running ability.

o--------o | Damage | o--------o

Marked as: DAMAGE

This stat is derived from your Strength stat that is cut in half and addedto the damage rating of your equipped weapon. It is the stat used todetermine the damage dealt to an enemy (combined with the opposition'sAbsorb and random factors).

o------o | Hit% | o------o

Marked as: Hit%

This stat will determine the accuracy of a character's attack as well as thequantity of hits they can land in one attack.

o--------o | Absorb | o--------o

Marked As: ABSORB

This stat determines how much damage a character takes if an opponent landsa blow. The stat is determined by combining the Absorb stat all of theequipped Armor on a character, BUT the Black Belt/Master has a bug wheretheir Absorb will be equal to their level (although their equipment willretain any special defensive bonuses they contained). If your Absorb ishigher than that of the Damage attack of your attacker, the resulting HitPoint loss will always be 1 Hit Point, so no 0 damage will ever be taken.

o--------o | Evade% | o--------o

Marked As: Evade%

This stat will determine if an enemy hits an attack on your character ornot. It may also play a role in how many hits an enemy can land on yourcharacter.

--------------------------------------------------------------------------------------------------------------Characters------------------------------------------------------------------------------------------------------------

4) This section will examine each type of character, listing the advantages, disadvantages, and general use of each character. Please note that each sub-section will be for both parts of the character tree (before and after changing class), one paragraph summing up each Class that a specific character can be.

o----------------o | Fighter/Knight | o----------------o

The Fighter will be your big bad front man for any team you have. He hashigh Strength, Hit Points, and he can also equip nearly every type of Armorand Weapon you find along the journey. However, this character does havethe downside of no magic to call upon, but do you really need to cast spellswhen you have a very dangerous weapons user anyway?

The Knight is an improved version of the Fighter in a few ways, mainly inhis use of even MORE weapons and armors than before! Add onto that theability to use low level White Magic charges (Levels 1-3), and you have anearly unkillable force, protected by great armor, and the ability to dosome self healing.

o-------------------o | Black Belt/Master | o-------------------o

The Black Belt starts out as a decent attacker who misses a fair bit when heattacks, but blossoms into a machine of flying fists once he levels highenough. He has no use of magic at all, he can equip very little armor, buthe does gain some fairly good Hit Points (although not as much as theFighter unless really high levels are reached).

When upgraded to a Master, a Black Belt gains... ABSOLUTELY NOTHING! Thatbeing said, this character will continue to radically improve his abilitiesto land multiple hits as well as having many of them being critical hits.The downside is that certain enemies are tougher to hurt (higher Absorb),thus the damage dealt is low due to no weapon being used (NEVER use weaponson these guys though if you want to deal big damage). It has also been brought to my attention that the Master actually develops WORSE Magical Defense than the Black Belt (see the Magical Defenses in the Bug/Odditiessection for more details).

o-------------o | Thief/Ninja | o-------------o

The Thief is an interesting character to choose because he is an oddcharacter. He has decent strength, decent Hit Points, and a moderate Hit%,but he has such horrendous weapon choices that he deals little damage. Hismain (ie only) skill as a Thief is his ability to run away from battles at aslightly more successful rate than your character in front of the party(usually the position of a character determines their running ability). Nota very useful class to have.

The Ninja however, is a very NICE reward for putting up with the Thief'sincompetence. The Ninja gains the abilities of equipping nearly everyweapon and armor you come across as well as learning some low level BlackMagic spell charges (Level 1-4, including the highly useful Fast spell).With all of this you have a harder hitting, spell casting, speed machine on your side.

o---------------------o | Red Mage/Red Wizard | o---------------------o

Red Mage is the jack of all trades, with the abilities to equip fairly goodweapons, armors, and both types of Magic. That being said, his stats arenot outstanding and they slowly start to lag behind other more specializedcharacters (but he does not have an inherit weakness either). He doessuffer from a lack of high end Magic spells, beginning at Level 5.

The Red Wizard is kind of an expansion of the earlier class to includebetter weapons and armors, and even some higher magic (like Life and Exit).However, he can not reach the Level 8 spells no matter how strong he is, butthis is a small price to pay for a well-rounded warrior.

o-------------------------o | White Mage/White Wizard | o-------------------------o

The White Mage is a limited weapons and armor user who can not be counted onin battle to deal damage. That said, this character shines through in thosetough battles where some extra defense is needed or some dire Curingemergency.

When the White Wizard rolls around to join the group, you will not gain manynew armor or weapon abilities, but Level 6 and higher spells will becomeavailable to this specialist, including: Cur4, Lif2, Wall, Exit, and Fade. That being said, White Wizards are still a fair liability in battle offensively and defensively, but they can be very useful in certain situations.

o--------------------------o | Black Mage/ Black Wizard | o--------------------------o

The Black Mage is a limited weapons and armor user who cannot be counted onin battle to deal damage physically. However, this little pointy hat totingfellow can buy himself attacks spells to dole out the damage as well asspells to disable the enemy or enhance his allies abilities. He gets thelowest Hit Points of all of the characters.

The Black Wizard changes a lot... in physical looks. Otherwise, more BlackMagic can be learned (right up to Level 8), including the godly Nuke spell.The Catclaw is also available for a very dependable weapon, so the attackingabilities will be increased. That said, the sole reason to have one ofthese guys is to deal out magical damage and strengthen your team's attacksthrough stat altering spells.

----------------------------------------------------------------------------------------------------------------Teams---------------------------------------------------------------------------------------------------------------

5) In a section contributed from the reader as well as myself, a listing of various combinations of teams that are strong, unique, or a challenge to use. Many thanks to Red Scarlet/Agrias Oaks for input on EVERY TEAM listed here, as well as the Final Fantasy Origins Board at www.gamefaqs.com for their input and support.

o------------------------------------------o | Fighter/Black Belt/White Mage/Black Mage | o------------------------------------------o

Perhaps the most popular party beginners go for... it is a group that isweak to start with because the Fighter is the only strong attacker.

================= At The Start Pros =================

Diversity in the party.

================== Start Of Game Cons ==================

The Fighter is the only real good attacker, until the Black Mage gets Level3 spells. The Black Belt is a pretty weak (defensively) Second character,but eventually will become a better physical attacker after Level 10 andslowly get decent defense (through the Absorb Oddity). Expect the Black Belt to die a couple times against strong enemies for a while.

========= Moneywise =========

You don't really need to spend much on the Fighter nor the Black Belt (SteelArmor is a debatable expenditure for your Fighter). However, spells, spells,spells will build up your bills as you arrive at each new locale.

================ End Of Game Pros ================

You have two strong attackers with high HP as well as two spellcasters whocan learn the best spells of each magic type.

================ End Of Game Cons ================

Lots of really good weapons will go to waste, as the Knight will be the onlycharacter who can equip them. The Black Mage will seem less useful as thegame goes on especially when you start acquiring items/equipment that castspells. Fast will remain useful to use on the Knight and/or Master. TheWhite Wizard will not be much more than a backup Item user (an occasionallife saver in a hard hitting battle).

o--------------------------------------------o | Fighter/Fighter/Fighter & Fighter/Red Mage | o--------------------------------------------o

Perhaps the most loved grouping, either party offers some incredibly easyplaying.

================== Start Of Game Pros ==================

High attack power, excellent defense. Physical damage to the party will below. If you buy Silver Swords for all four Fighters early on, then you canjust hack through just about anything for most, if not all of the game.

================== Start Of Game Cons ==================

Very little diversity, no magic until class change, and even then you willhave very limited White magic. Battle items can break the monotony ofconstantly using Fight, Fight, Fight, Fight every battle though. Due tothe heavy armor of the Fighter, their Evade is low. Prepare to getfrustrated at places with undead monsters that paralyze and look out forSorcerers too.

========= Moneywise =========

At the start you will be hurting for cash if you want to buy every upgradeyou come across. Buying four suits of Steel Armor can take quite a longtime to do (again it is debatable if that is even wise). About halfway intothe game, you will keep gaining money with nothing to buy whatsoever.

================ End Of Game Pros ================

Four walking tanks, although the last character will have sub-par equipmentcompared to the other three Knights (not by a whole lot though). You canhowever make it up with proper armor distribution (Aegis Shield + Dragon Armoris comparable to a Ribbon that the other three Knights might have equipped).Very powerful attacks from all four characters.

================ End Of Game Cons ================

Little to no magic that is helpful at the end of the game. Cur2 is too weakto attempt to heal a near-dead character in battle. The fourth Knight willbe weaker compared to the other three in both weapons and armor.

Very strong party, kind of boring in what the characters can do (mainlyfight), but fun if you want to just Fight your way through the game fromstart to finish.

*If you go with one Red Mage instead, this is the story*

================== Start Of Game Pros ==================

Would be really strong plus backup of black magic spells along with theoccasional heal spell money will be more scarce through the first half withthe Red Mage sucking up Gold for spells.

================== Start Of Game Cons ==================

Group can be expensive if the player upgrades every chance they have, and ittaking longer for the Red Mage to get spell charges. The three Fighterscan make up for the lack of spells with fighting anyway.

================ End Of Game Pros ================

fully equipped Knights and Red Wizard. Equipment distribution will work outbetter than it would with a four Fighter party would.

================ End Of Game Cons ================

No Level 8 spells, and a lot of red sprites on the right side of the screen.No true weaknesses, you may find the boredom of smashing everything thatcrosses your path into oblivion.

o-----------------------------------o | Fighter/Thief/Red Mage/Black Mage | o-----------------------------------o

Although a party shown in the FF1 manual as an example, this group is moreor less now referred to as the "8-Bit Theater party" by devotees of the saidweb comic. If you choose this party, do not be surprised that you will neversee mentioning of "Sword chucks, yo!" nor "Hadouken!" nor "I Like Swords".

================== Start Of Game Pros ==================

Two Black Magic users, two characters who can fight respectably, threecharacters that can escape from battle occasionally, and four different typesof party members. High attack power from the Fighter, decent attack powerfrom the Red Mage, and an extra shot of Black magic from the Black Mage. OnceLevel 3 spells are bought, you can start blasting through many groups ofmonsters.

================== Start Of Game Cons ==================

The Thief can't fight decently until after you get the Dragon/Coral Swords.Even then, the Fighter and Red Mage will do much more damage. Lots of moneywill go towards the Red Mage and Black Mage for the spells. The Red Magewill likely be in position 2, which has lower Absorb than a Fighter. Becautious. Also the Red Mage cannot learn the Life spell until promotion, sogood care should be taken to prevent deaths.

========= Moneywise =========

Money will be an issue for the first half of the game coming from buyingupgrades and spells for the Red Mage and Black Mage. After promotion, mostmoney found will go to spells and limited armor.

================ End Of Game Pros ================

The Thief becoming a Ninja, which will make the character infinitely useful.With better Absorb than the Red Wizard, the Ninja takes up position 2. Youwill also have three characters with the Fast spell, so after one round youcan start hitting with three characters for higher damage. Red Wizard cancast Exit and Life now, making his wide ranged skills even more so.

================ End Of Game Cons ================

One powerhouse, two ok physical attackers, and then the Black Wizard. TheBlack Wizard will become an extra shot of Lit2 or Ice2 for regular battles orthe battle Item user. The Ninja will be a stronger attacker than the Thiefwas, but still not nearly as powerful as a second Fighter or Black Belt wouldhave been. With the Ninja's heavy reliance on equipped armor, the BlackWizard will most likely be the only character with a good amount of armor thatcan cast spells in battle. No usage of the highest level White Wizard spellseither.

o-----------------------------------------o | Red Mage/Red Mage/White Mage/Black Mage | o-----------------------------------------o

A spellcaster's delight for sure.

================== Start Of Game Pros ==================

Lots of magic. Lots and lots of magic. The two Red Mages at the front willoffer good protection for the White Mage and Black Mage at first. Groups ofmonsters can be smashed quickly, especially the undead (Fire and Harm areyour friends).

================== Start Of Game Cons ==================

Red Mages strength peak ends abruptly, and then continually lowers inprogression the farther you go into the game. Money will always be tightfor a long while. The Red Mages Absorb will start showing its weaknessonce you reach the Earth Cave area of the game.

========= Moneywise =========

Constant. So much money will go for spells throughout the game that evenwhen you are able to go into the last place, you still probably have severalempty spell slots. Finding good money making areas is highly recommended.

================ End Of Game Pros ================

Lots of magic. A challenging group compared to similar ones that have aFighter (or two) or a Monk.

================ End Of Game Cons ================

Red Wizards are weak in attack compared to a Knight and Monk as well as theKnight's defense. One character will be unfortunate to not have a Ribbonavailable for being equipped. Expect lower than maximum Absorb if youdecide to keep a lot of armor that casts spells in battle. Be prepared forlonger rounds in battles if you are going to fight your way through topreserve spell charges. Still be on the lookout for money throughout thegame.

o-----------------------------------o | Fighter/Black Belt/Red Mage/Thief | o-----------------------------------o

A relatively strong team, they struggle with some key areas through out thegame. Thanks to "ICE WATER" for this team contribution.

================== Start Of Game Pros ==================

The Fighter will be a attacking powerhouse, who will be backed up by a theremaining three dealing decent damage. The Hit Points for this team willalso be fairly high

================== Start Of Game Cons ==================

A lack of hit all magic early on can be a tough thing to deal with whenlarge groups attacks. Add onto that how the Red mage will start to becomeless powerful, the Black Belt being poor until he reaches the Level 10 area(he can start bare hand fighting then), and the Thief seems useful for thesole purpose of running only, and you have a relative tough team to use.

========= Moneywise =========

A fairly expensive team, but only if you spend all of your time attemptingto keep them fully equipped. However, Black Belts require minimal upkeep,the Thief will have inexpensive equipment (due to limited choices), and theFighter can live off of found equipment from the Marsh Cave onwards. The RedMage will suck up your money for good weapons/armors/magic as you questonwards.

================ End Of Game Pros ================

Knights will not have changed from their Fighter origins (although they willgain some low level White Magic charges), and the same can be said for theMaster and Red Wizard, but the big change is your Thief to a Ninja. He willhave gained some low level Black Magic (including Fast), the ability to usetop of the line weaponry and armor, and the damage dealt will be increasedgreatly. Red Wizard will be able to learn some higher end magic spells aswell. Money will be far easier to come across though as the dungeons aremuch longer and more treasure filled.

================ End Of Game Cons ================

A lack of magic will still be an issue, especially since the Red Wizard cannot learn the powerful Level 8 spells (he can learn Exit though). The Ninjawill remain a distant third for dealing damage, despite his improvements.

o-----------------------------------------o | Black Belt/Black Belt/Red Mage/Red Mage | o-----------------------------------------o

A cheaper team once the first half of the game ends, these guys will garnerlots of physical damage. Thanks to Casey Wheelwright for this team contribution.

================== Start Of Game Pros ==================

Black Belts as always are cheaper to equip near the start, requiring littleupgrades now and then (most of which is findable as you progress). Red Mages have lots of choices, offering good Magic and physical attacks.

================== Start Of Game Cons ==================

Black Belts are not able to deliver any significant damage with any consistency till Level 10, and even then that is over 25% of the way thoughthe game. Red Mages have no real weakness to speak of when starting out,though their growth and defense will abruptly begin to waver around the EarthCave.

========= Moneywise =========

Black Belts are cheap, where as Red Mages are the most expensive class. Black Belts will require the odd Bracelet as you travel, but that will be it. Red Mages have a multitude of weapons, armors, White Magic, and BlackMagic to buy, which is really expensive. However, the money you save on theBlack Belts will help to keep the Red Mages fully equipped as your team progresses.

================ End Of Game Pros ================

Black Belts (Masters) will continue to deal out crazy damage with their fists while Red Mages (Wizards) will continue to be very steady in their attacks. Red Mages will also gain some Level 6 and Level 7 spell charges aswell.

================ End Of Game Cons ================

With the Class upgrade, neither one gains any extra stat bonuses. Red Mages(Wizards) will not be able to use Level 8 spells of either type of magic, and the party will be very dependent upon the two Red Wizards to keep all four party members healed and in the fight.

o----------------------------------------o | Fighter/Red Mage/White Mage/Black Mage | o----------------------------------------o

A party of redundancy, the extra support in the three main areas of physicalattack, magical attack, and healing magic will extend the abilities of thethree main people via the Red Mage. Thanks to Cheveyo for the team contribution.

================== Start Of Game Pros ==================

Two dependable attackers (Fighter and Red Mage), two healing mages (White Mage and Red Mage)Red, and two offensive mages (Black Mage and Red mage). You will not lack for the ability to attack physically or magically, nor will you have a tough time healing up the troops after a vicious hit.

================== Start Of Game Cons ==================

White and Black Mages will both fail to contribute with physical attacks, astheir magic use is limited often in the early portions of the game. RedMages are versatile and Fighters are only around to attack, so they are nota problem. Money is perhaps the biggest issue for this squad (see below).

========= Moneywise =========

Money is VERY tight for a team of this nature, especially in the early portions of the game. Fighters will suck money for that godly (but expensive armor), All three Mages will need to have spells for their spellcharges, and the Red Mage will also require some optimum equipment (especially since he needs the help more than the Fighter).

================ End Of Game Pros ================

Fighter continues to be a tank of attacking goodness (also able to keepequipping from found items), so he is set. The red mage will level off inall areas, but remain a decent second in every category, which provides someassistance for the primary role player. White Mage will learn Exit as wellas some other higher end spells, while the Blackmage does the same withattack spells as well as becoming a distant third physical attacker with theCatclaw.

================ End Of Game Cons ================

Money is still a needed commodity for this troupe, as everyone but Fighterrequires a lot of investment to maximize their potentials. Physical attackswill also drop in power overall, but this is made up for by a third physicalattacker in the Black Mage.

o-------------------------------------o | Fighter/Thief/White Mage/Black Mage | o-------------------------------------o

A party that will gain stength and great ability as the game progresses, culminating with a widespread and high reaching team. Thanks to Sixth FlyingMan for this contribution.

================== Start Of Game Pros ==================

With both types of magic represented and a strong physical force in the Fighter, most enemies will not be able to stand long. Even the Thief ishelpful with alright fighting ability, able to take down medium to low HitPoint monsters.

================== Start Of Game Cons ==================

White and Black Mages will both fail to contribute with physical attacks, astheir magic use is limited often in the early portions of the game. The Thief will essentially service as a punching bag to keep the Mages healthy, which is not very helpful in thegrand scheme of things. The Fighter is a Fighter, so he will not be a concern.

========= Moneywise =========

This group will turn out to be fairly expensive, though after the Provoka/Elfland area the Thief will not be a concern at all. As the game approaches the midway point, the spells cost a lot but the Fighter will beup to living off of the findings of the dungeons the team enters.

================ End Of Game Pros ================

Now this is where this team begins to shine. Instead of having one hard hitting team member, the Thief turned Ninja adds in a second choice in thisarea. Speaking of the Knight and Ninja, they will add in some low level healing (Knight) and Black Magic Spells (like FAST), augmenting the designated spellcasters. Speaking of the spellcasters, they will be able toget better weapons and armor, which will help them out while they get thosesweet and highly useful Level 8 spells.

================ End Of Game Cons ================

There are no glaring errors with this party by this point, though a few minor quibbles do exist. The Ninja will still lack some physical damage(especially in comparison to the Knight), and the two Wizards will cost a mint to fully outfit their spells, so the tedious fighting of monsters willbe required to fund their knowledge.

o--------------------------------o | Fighter/Fighter/Red Mage/Thief | o--------------------------------o

A group designed around hard hitting physical attacks that maximize the usageof the highest end weapons in the game. Thanks to J Stone for this contribution.

================== Start Of Game Pros ==================

The two Fighters will be great for attacking whil also absorbing a lot of punishment in the top two slots. The Red Mage will provide both black and whitemagic, dealing damage as well as healing (while contributing some middle of theroad physicality). The Thief can be used as a support character, distributingpotions and some low to mid range physical damage.

================== Start Of Game Cons ==================

The Thief is an investment in the future, for a better character later, so he will not contribute very much in the present, unfortunately.

========= Moneywise =========

Money is of some concern for this team, as you will likely want Silver Swords for your Fighters and Red Mage, but once the Elfland runaround is done, you canmake due with found Armors and Weapons. Just the Red Mage and his need to havethree spells per level will truly drain the bank accounts consistently.

================ End Of Game Pros ================

The most fun thing about this group is its synergy. The two Fighters use the best 2 swords in the game (XCalibur and Masamune), the Ninja uses a Katana, and the Red Wizard uses the Sun Sword. This means that the four hardest hitting weapons in the game will all be in play at the same time. These weapons, along with magic from the Red Wizard and the Ninja turn this groupinto a very fast and heavy hitting party.

================ End Of Game Cons ================

Picking up new Armors will be annoying due to everyone being maxed out in slots. The other big Con is, of course, the lack of higher end White andBlack magic.

-------------------------------------------------------------------------------------------------------------Walkthrough------------------------------------------------------------------------------------------------------------

6) This section will cover every step of the game, making sure you do not miss anything from the game.

A quick note for you followers of this document; I am going to list everything contained within the game, just as I am going to suggest some courses of action. However, you do not need to follow my level suggestions for your characters, nor do you need to buy the equipment I mention. It is up to you to judge on what you truly need and do not need on your Quest to revive the ORBS! Also note that the Class Change within the game IS IN THE WALKTHROUGH! Please, no more e-mails on this subject as it is located between the first ORB and the second ORB in the walkthrough.

o---------------------o | Rescue The Princess | o---------------------o

Yeah, yeah I know, WHAT AN ORIGINAL TITLE, HUH!? Anyway, your first job isto choose yourself a party of four Light Warriors from the 6 possiblecharacter types (see Character and Teams Section for details) as well asnaming each one with a 4 letter name (or just give them random selectionsfor all I care). Regardless, once you are done selecting your motley andinexperienced team, press the A Button to start your quest!

---------- Coneria ----------

You will be just a few steps south of Coneria, so head on into town toequip your bare (must be hard to just appear in the wilderness buck naked)selves with your bankroll of 400 Gold Pieces (where do they store thisabundance of Gold anyway without pockets and the like?). You will need tomake a trip through the following Shops:

__________________Key | |FG - Fighter |BB - Black Belt |TH - Thief |RM - Red Mage |WM - White Mage |BM - Black Mage | |KN - Knight |MS - Master |NJ - Ninja |RW - Red Wizard |WW - White Wizard |BW - Black Wizard |__________________|

=========== Weapon Shop ===========

____________________________________________| Name | Cost | Damage | Hit% | User ||________|________|________|________|________|| | | | |FG,BB,RM|| Wooden | | | |WM,BM,KN|| Staff | 5 | 6 | 0 |MS,NJ,RW|| | | | |WW,BW ||________|________|________|________|________|| | | | |FG,TH,RM|| Small | | | |BM,KN,NJ|| Knife | 5 | 5 | 10 |RW,BW ||________|________|________|________|________|| Wooden | | | | ||Nunchuks| 10 | 12 | 0 |BB,MS,NJ||________|________|________|________|________|| | | | |FG,TH,RM|| Rapier | 10 | 9 | 5 |KN,NJ,RW||________|________|________|________|________|| Iron | | | |FG,WM,KN|| Hammer | 10 | 9 | 0 |NJ,WW ||________|________|________|________|________|

========== Armor Shop ==========

____________________________________________| Name | Cost | Absorb | Evade% | User ||________|________|________|________|________|| | | | |FG,BB,TH|| | | | |RM,WM,BM|| Cloth | 10 | 1 | 2 |KN,MS,NJ|| | | | |RW,WW,BW||________|________|________|________|________|| | | | |FG,BB,TH|| Wooden | 50 | 4 | 8 |RM,KN,MS|| Armor | | | |NJ,RW ||________|________|________|________|________|| Chain | | | |FG,RM,KN|| Armor | 80 | 15 | 15 |RW,NJ ||________|________|________|________|________|

=========== White Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Restores 16-32 HP|WM,RM,KN|| Cure | 100 | 1 |to an ally |WW,RW ||________|________|________|_________________|________|| | | |Increases an ally|WM,RM,KN|| Fog | 100 | 1 |absorb by 8 |WW,RW ||________|________|________|_________________|________|| | | |Hurts all undead | || Harm | 100 | 1 |enemies for 20-80|WM,WW || | | |HP | ||________|________|________|_________________|________|| | | |Increases Evade% |WM,KN,WW|| Ruse | 100 | 1 |of caster by 80 |RW ||________|________|________|_________________|________|

=========== Black Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Hurts an enemy | || Fire | 100 | 1 |for 10-40 HP, but|RM,BM,NJ|| | | |higher on enemy |RW,BW || | | |weak to it | ||________|________|________|_________________|________|| | | |Can put all |RM,BM,NJ|| Sleep | 100 | 1 |enemies to sleep |RW,BW ||________|________|________|_________________|________|| | | |Decreases Evade% |RM,BM,NJ|| Lock | 100 | 1 |one enemy by 10 |RW,BW ||________|________|________|_________________|________|| | | |Hurts an enemy | || Lit | 100 | 1 |for 10-40 HP, but|RM,BM,NJ|| | | |higher on enemy |RW,BW || | | |weak to it | ||________|________|________|_________________|________|

========= Item Shop =========

___________________________________| Name | Cost | Effect ||________|_________|________________|| Heal | |Recovers about || Potion | 60 |30 HP on an ally||________|_________|________________|| Pure | |Removes Poison || Potion | 75 |from an ally ||________|_________|________________|| | |Recovers 30 HP || Tent | 75 |and saves game ||________|_________|________________|

Now, you will definitely need to acquire some Weaponry and Armor first,which will cost a fair sum (also, do not forget to equip your newfoundclothing!). However, it will also allow you to defeat monsters around thistown of Coneria for more money to buy other things. You may want to investin some Magic spells (Fire, Lit, Cure, and Harm are excellent buys) and Items(Heal Potions will recover Hit points, Pure Potions are handy to leach awaypoison from the body, and Tents not only recover Hit Points but also give theoption of SAVING in the field!). Now that you are outfitted, head into thecastle to speak to everyone to learn many interesting facts about the worldyou will be exploring.

It is now time to go fight some enemies for Experience! The battle menu ishow you wage your battles, so it helps to understand what each command does.FIGHT allows your character to select a target to attack (if the target isdestroyed, they will attack nothing). MAGIC will allow that character tochoose a spell from their list of bought spells to use (each use will take acharge away from your reserves for that level). DRINK will let yourcharacter to use a Heal Potion OR Pure Potion on themselves or a teammateduring battle. ITEM is of no use to you right now, but later on in thegame, some Items will have special powers that allow them to be used inbattle to cast Magic spells. RUN is what you will select if you wish tohave a character attempt to escape a battle (note that all Bosses and someenemies are inescapable!).

Your goal is to gain at least one level through this fighting, althoughgoing to level three is not a bad idea. If you start to run out ofHit Points/Spell Charges, head back to Coneria to use the Inn for 30 GoldPieces (the enemies you fight will easily cover the price of staying foryou) to refill your Hit Points and Spell Charges 100%. Also note that theGold being won from enemies can be used to purchase moreItems/Magic/Weapons/Armors (whatever you may need and have yet to buy).When you are finally ready to move on in the game, head outside of Coneria.

You will need to head out of town and start your trek to the north. Youwill continue along the small plains area to pass through a forest and thena swamp before entering one final forest to get to the building looming inthe distance... THE TEMPLE OF FIENDS! WHAT UNTOLD HORRORS AWAIT YOUR BANDAS THEY SET FOOT INSIDE!

------------------ Temple Of Fiends ------------------

When you arrive, the man who is in charge of this evil temple lies but a fewsteps forward (if you want to fight him, go to the next paragraph).However, if you wish to do a bit of treasure hunting, strike out to the leftfirst. As you go through this narrow passage, you will come to a smallroom, so head down and then left to enter through the door (walls do notmake good entry spots after all!). Open up the Treasure Chest to find aCap, which is a nice helmet Armor for a White/Black Mage (if none of thoseare in your party, give to a Black Belt or Thief), and be sure to equip it(it does not work otherwise). Now exit the room and start going up the pathabove, past the right fork to keep going up to find another room (enterthrough the door on the bottom once again). Two Treasure Chests herecontain a Heal Potion and a Cabin (even better than a Tent!). Now you willbe ready to backtrack to the central chamber of the dungeon as the other twoTreasure Rooms are locked (just like the ones in Coneria were!). When youarrive, stride forward to go confront the evil man, who declares he shallknock you all down (ooooooooooooo! SO SCARY!)!

~~~~~~~~~~~~~~~~GARLAND~~~~~~~~~~~~~~~~

H.P.: 106

Gold: 250

Exp.: 130

Garland is the first boss of the game, and as such you would expect him tobe a pushover. However, he is so pathetic that losing to him just shouldnot happen. Regardless, here are a few quick thoughts: 1) attack with everycharacter (except Black Mage/Red Mage who should use Fire/Lit to weakenhim), 2) White Mages can Cure someone if Garland gets lucky enough to land afew hits on the same person, and 3) You should not lose to this guy as he israther weak.

Upon defeating him, step forward to pass the bats to talk to Princess Sara!She will somehow magically transport you back to the castle (then why didshe not do so before!?) where the Light Warriors should step forward tospeak to the King. He will be so overjoyed at your rescue effort that hewill get his workmen to construct a bridge to the main continent! To followthis up, Sara will show her undying gratitude to the Light Warriors bybestowing a fabulous gift upon them! Gold? Jewels? Her hand in marriage?NO! You get an old, beat up, barely holding together LUTE! Well, that isbetter than nothing so you better take it and hold onto it, as it just may"come in handy". Regardless, now that you are done with this part of yourquest, it is time to head back into Coneria to stock up and sleep at theInn before heading outside again to go north to cross the bridge (enjoy thecredits and great music before continuing on to the next section!)

o------------------------o | For The Want Of A Ship | o------------------------o

Knowing that the world is not going to be able to be just walked across, theLight Warriors will need to be able to get themselves a sailing vessel toincrease their range of travel as they attempt to revive the ORBS. However,our first stop will be to the north where a crazy witch named Matoya lives,so shall we set out?

Head along the coast here (to your left) to pass a port and enter a forest.Turn west to go along the river, followed by heading northeast to go throughthe thick forest to find a cave!

--------------- Matoya's Cave ---------------

Upon entering, head left to find a walking and talking Broom who has thislittle tidbit for you: "....TCELES B HSUP A magic spell?" Well, that is WAYtoo tough to crack (well not really, but if you do struggle with it, readthe capitalized bit backwards), followed by entering the door to the right.Inside are: more talking Brooms, three treasure Chests (one Pure Potion, twoHeal Potions), and a witch named Matoya. Talk to her to learn that she isblind without her CRYSTAL (captialized names ALWAYS lead to something, sokeep it in mind). Exit on out of the cave as you are done here... for now.

Now you are ready to leave once again, and continue east, away fromConeria! Backtrack to the southwest, turn east after you pass the secondstream in the river, and then continue east through the desert to enter aforest. Continue east across this wide expanse of forest to enter a plainbriefly before trekking into another forest where your party should startoff in a southern direction. You will come across a port town, which youshould enter immediately.

--------- Pravoka ---------

Things are not looking so great as you enter this town (maybe the first guyyou see says "Help!" tipped us off?), so head straight up to a grassy areato find out Pirates have taken the town! If you need to fill up your HitPoints/Spell Charges, enter the Inn and shell out 50 Gold Pieces.Otherwise, head left to see a suspicious fellow who looks like a Pirate andtalk to him. His name is Bikke and he happens to be a Pirate Captain, buthe is also rather cowardly so he will sic his entire Pirate Crew on you!

~~~~~~~~~~~~~~~PIRATE~~~~~~~~~~~~~~~

H.P.: 6

Gold: 40

Exp.: 40

WOW! NINE OF THE WEAKEST GUYS YOU CAN IMAGINE! Imps have more Hit Pointsfor goodness sake! Anyway, have everyone attack, having Black Mage use Fireor Lit if you want to assure a Pirate dies at the Black Mage's hands (asopposed to risking it on his weapon). Spread your attacks out so theattacks will not be wasted, and just cut them down one by one. Also notethat White Mage or Red Mage should use Cure if they gang up on an ally (nottoo likely as they are weak attackers as well).

After this "upset battle" has happened, be sure to talk to Bikke again togain the use of his Pirate Ship (you should think it odd that he would justgive it away, but then again you just trounced and slaughtered his entire"Crack Pirate Crew" after all).

o----------------------------------------o | Elfish Trials And The Great Items Swap | o----------------------------------------o

Now that you have gained transport, your next duty is to look into upgradingyour equipment as well as looking into the Item Shop and the new Magic Shopsthat are in Pravoka! Note that Dark and Tmpr spells are both bugged and donot work as they should, so do not purchase them.

__________________Key | |FG - Fighter |BB - Black Belt |TH - Thief |RM - Red Mage |WM - White Mage |BM - Black Mage | |KN - Knight |MS - Master |NJ - Ninja |RW - Red Wizard |WW - White Wizard |BW - Black Wizard |__________________|

=========== Weapon Shop ===========

____________________________________________| Name | Cost | Damage | Hit% | User ||________|________|________|________|________|| Iron | | | |FG,WM,KN|| Hammer | 10 | 9 | 0 |NJ,WW ||________|________|________|________|________|| Short | | | |FG,RM,KN|| Sword | 550 | 15 | 10 |NJ,RW ||________|________|________|________|________|| Hand | | | | || Axe | 550 | 16 | 5 |FG,KN,NJ||________|________|________|________|________|| | | | |FG,TH,RM||Scimitar| 200 | 10 | 10 |KN,NJ,RW||________|________|________|________|________|

========== Armor Shop ==========

____________________________________________| Name | Cost | Absorb | Evade% | User ||________|________|________|________|________|| | | | |FG,BB,TH|| Wooden | 50 | 4 | 8 |RM,KN,MS|| Armor | | | |NJ,RW ||________|________|________|________|________|| Chain | | | |FG,RM,KN|| Armor | 80 | 15 | 15 |RW,NJ ||________|________|________|________|________|| Iron | | | | || Armor | 800 | 24 | 23 |FG,KN,NJ||________|________|________|________|________|| Wooden | | | | || Shield | 15 | 2 | 0 |FG,KN,NJ||________|________|________|________|________|| | | | |FG,BB,TH|| | | | |RM,WM,BM|| Gloves | 60 | 1 | 1 |KN,MS,NJ|| | | | |RW,WW,BW||________|________|________|________|________|

=========== White Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Removes Dark from|WM,RM,KN|| Lamp | 400 | 2 |an ally |WW,RW ||________|________|________|_________________|________|| | | |Prevents enemies |WM,RM,KN|| Mute | 400 | 2 |from using magic |WW,RW ||________|________|________|_________________|________|| | | |Lessens damage |WM,RM,KN|| Alit | 400 | 2 |from Lit attacks |WW,RW ||________|________|________|_________________|________|| | | |Increases Evade% |WM,RM,KN|| Invs | 400 | 2 |of target by 40 |WW,RW ||________|________|________|_________________|________|

=========== Black Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Inflicts Blind |RM,BM,NJ|| Dark | 400 | 2 |Status |RW,BW ||________|________|________|_________________|________|| | | |Hurts an enemy | || Ice | 400 | 2 |for 10-80 HP, but|RM,BM,NJ|| | | |higher on enemy |RW,BW || | | |weak to it | ||________|________|________|_________________|________|| | | |Lowers enemies |RM,BM,NJ|| Slow | 400 | 2 |Hit totals to 1 |RW,BW ||________|________|________|_________________|________|| | | |Increases the |RM,BM,NJ|| Tmpr | 400 | 2 |damage on an ally|RW,BW ||________|________|________|_________________|________|

========= Item Shop =========

___________________________________| Name | Cost | Effect ||________|_________|________________|| Heal | |Recovers about || Potion | 60 |30 HP on an ally||________|_________|________________|| Pure | |Removes Poison || Potion | 75 |from an ally ||________|_________|________________|| | |Recovers 30 HP || Tent | 75 |and saves game ||________|_________|________________|| | |Recovers 60 HP || Cabin | 250 |and saves game ||________|_________|________________|

Once you are all ready to leave town, head out through the southern exit onthe main path (the only exit actually) to see your new Ship sitting in theharbour! before climbing onto it, a few rules to know about the Ship; 1) Itcan not go down streams (differently coloured than oceans), and 2) You mayonly disembark at a port (or with a Canoe, but you are not that far yet inthe game). Anyway, head out of the small bay and head west along the coastline, turning south when the ocean opens up. Continue south and west alongthe coast to find a port near a large forest. Land on shore and head souththrough the forest to find the central point of the kingdom of Elfland!

--------- Elfland ---------

You should visit the castle first to learn of many things (including asleeping Prince who needs the HERB because Astos put him to sleep, butMatoya has HERB but needs the CRYSTAL, and no one knows where Astos is!).Following that info overload, you should visit town to see what the newupgrades in Weapons, Armors and Magics that are available! Note that Lok2is a bugged spell, doing the reverse of what it is supposed to do, so donot purchase it.

__________________Key | |FG - Fighter |BB - Black Belt |TH - Thief |RM - Red Mage |WM - White Mage |BM - Black Mage | |KN - Knight |MS - Master |NJ - Ninja |RW - Red Wizard |WW - White Wizard |BW - Black Wizard |__________________|

=========== Weapon Shop ===========

____________________________________________| Name | Cost | Damage | Hit% | User ||________|________|________|________|________|| Iron | | | | ||Nunchuks| 200 | 16 | 0 |BB,MS ||________|________|________|________|________|| | | | |FG,TH,RM|| Large | | | |BM,KN,NI|| Dagger | 175 | 7 | 10 |RW,BW ||________|________|________|________|________|| Iron | | | |FG,BB,KN|| Staff | 200 | 14 | 0 |MS,NJ ||________|________|________|________|________|| | | | |FG,TH,RM|| Sabre | 450 | 13 | 5 |KN,NJ,RW||________|________|________|________|________|| Silver | | | |FG,RM,KN|| Sword | 4000 | 23 | 15 |NJ,RW ||________|________|________|________|________|

========== Armor Shop ==========

____________________________________________| Name | Cost | Absorb | Evade% | User ||________|________|________|________|________|| Iron | | | | || Armor | 800 | 24 | 23 |FG,KN,NJ||________|________|________|________|________|| | | | |FG,BB,TH|| Copper | | | |RM,WM,BM||Bracelet| 1000 | 4 | 1 |KN,MS,NJ|| | | | |RW,WW,BW||________|________|________|________|________|| Iron | | | | || Shield | 100 | 4 | 0 |FG,KN,NJ||________|________|________|________|________|| | | | |FG,BB,TH|| | | | |RM,WM,BM|| Gloves | 60 | 1 | 1 |KN,MS,NJ|| | | | |RW,WW,BW||________|________|________|________|________|| | | | |FG,BB,TH|| | | | |RM,WM,BM|| Cap | 80 | 1 | 2 |KN,MS,NJ|| | | | |RW,WW,BW||________|________|________|________|________|| Wooden | | | | || Helmet | 100 | 3 | 3 |FG,KN,NJ||________|________|________|________|________|

=========== White Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Restores 33-66 |WM,RM,KN|| Cur2 | 1500 | 3 |HP to an ally |WW,RW ||________|________|________|_________________|________|| | | |Hurts all undead | || Hrm2 | 1500 | 3 |enemies for |WM,WW || | | |40-160 HP | ||________|________|________|_________________|________|| | | |Lessens damage |WM,RM,KN|| Afir | 1500 | 3 |from Fir attacks |WW,RW ||________|________|________|_________________|________|| | | |Restores 12-24 HP| || Heal | 1500 | 3 |to all allies |WM,WW ||________|________|________|_________________|________|

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Removes Poison |WM,RM,WW|| Pure | 4000 | 4 |from an ally |RW ||________|________|________|_________________|________|| | | |Lessens damage |WM,RM,WW|| Aice | 4000 | 4 |from Ice attacks |RW ||________|________|________|_________________|________|| | | |Make enemies more| || Fear | 4000 | 4 |likely to run |WM,WW ||________|________|________|_________________|________|| | | |Removes effect of|WM,RM,WW|| Amut | 4000 | 4 |Mute |RW ||________|________|________|_________________|________|

=========== Black Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Hurts all enemies| || Fir2 | 1500 | 3 |for 30-120 HP |RM,BM,NJ|| | | |but higher on |RW,BW || | | |enemy weak to it | ||________|________|________|_________________|________|| | | |Paralyzes an |RM,BM,NJ|| Hold | 1500 | 3 |enemy |RW,BW ||________|________|________|_________________|________|| | | |Hurts all enemies| || Lit2 | 1500 | 3 |for 30-120 HP, |RM,BM,NJ|| | | |but higher on |RW,BW || | | |enemy weak to it | ||________|________|________|_________________|________|| | | |Decreases enemies|RM,BM,NJ|| Lok2 | 1500 | 3 |Evade% by 20 |RW,BW ||________|________|________|_________________|________|

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |An enemy may fall|RM,BM,NJ|| Slp2 | 4000 | 4 |asleep |RW,BW ||________|________|________|_________________|________|| | | |Hurts all enemies| || Ice2 | 4000 | 4 |for 40-160 HP, |RM,BM,NJ|| | | |but higher on |RW,BW || | | |enemy weak to it | ||________|________|________|_________________|________|| | | |Enemies will go |RM,BM,NJ|| Conf | 4000 | 4 |after their own |RW,BW ||________|________|________|_________________|________|| | | |Doubles an allies|RM,BM,NJ|| Fast | 4000 | 4 |number of Hits |RW,BW ||________|________|________|_________________|________|

========= Item Shop =========

___________________________________| Name | Cost | Effect ||________|_________|________________|| Heal | |Recovers about || Potion | 60 |30 HP on an ally||________|_________|________________|| Pure | |Removes Poison || Potion | 75 |from an ally ||________|_________|________________|| | |Recovers 60 HP || Cabin | 250 |and saves game ||________|_________|________________|| | |Recovers 120 HP,|| House | 3000 |saves game, and || | |recovers MP ||________|_________|________________|| Soft | |Removes Stone || Potion | 800 |from an ally ||________|_________|________________|

As you can see, lots of expensive stuff, but it is mostly useful. Use thistime to save money to buy this equipment as you gain experience and levels(for they will be needed for your dangerous treks coming up). Now for theareas to gain Gold and Experience:

i) The first place is on the open sea. Although the experience is not superb, you can gain some quick Gold from groups of Sahags (possibly a R. Sahag if you are lucky), Sharks, and Kyzoku (120 Gold each).

ii) Ogres & Creeps, Geists, and GrOgres to the east of Elfland are great sources of funds and Experience.

iii) For this one to work, Fir2 is a must for ease of victory (Hrm2 can also be very beneficial). Once you have Fir2 (or both), head to Pravoka, go east to pass through the various mountainous areas, and then turn north to walk out onto the peninsula. On the last four squares, crazy powerful enemies patrol, bringing lots of Experience and Gold with the risk these enemies pose. Bring a few Cabins/Tents to save after every fight. Remember that ZomBulls are ideal to fight as they are weak to both Fire and Harm spells (otherwise Harm is no good), but Trolls and FrWolves are also good (just note that FrWolves can be deadly in large packs).

Once you have gained enough Gold and Experience to satisfy your comfortlevel with your party (Level 7 to Level 9 is the usual area to be ready at),you should also concern yourself on getting a supply of around 10 PurePotions and 30 Heal Potions (suggested area, go higher or lower as you seefit) for your trek, to through, and back through the Marsh Cave. A Housemay also be a very good investment for the steep 3000 Gold Pieces itcommands.

Head west along the mountain as you trek through the forest, turningnorthwest when a passage between two mountains appear. Continue past thefield to your left to go north past two rivers to find the...

------------------ Northwest Castle ------------------

The fellow inside is so touched that he will help you with the Elfen Prince,but he requires the CROWN first from the Marsh Cave!

Go south again to turn west through the narrow passage before turning south.You will continue south along the coast as you enter a marsh, and you willsoon see a hole in the ground (your destination!). Use a Cabin to recoveryour lost Hit Points from the trek to the Cave, save the game, and then setfoot into the Marsh Cave!

------------ Marsh Cave ------------

A tough cave, I highly suggest running from all but the easiest battles.Note that Scums are very resistant to weapons, so use magic attacks if youwish to kill them easier. The walkthrough will cover the paths and roomsthat have Treasure for you to grab (ignoring the locked rooms for now).

Head up and to the right, followed by going left. Now head up and to theright along the winding path to finally reach a direction going left to thestairs leading downwards. Head up and to the right to enter the room thereto find a Large Dagger (give to a Black mage if you did not buy one for himoriginally), then exit the room to go to the left to enter the large room tofind 680 Gold Pieces in a Treasure Chest. Now head down to the bottom ofthe floor to find a big room where two Treasure Chests sit (Short Sword inthe left one and 620 Gold Pieces in the right one), which you will thenfollow up by exiting the room to go back up the stairs and return to thestart of the cave.

Head down through the narrow passage to find a fork, so take the forkleading downwards to find a room that contains a ladder leading downwards.Head downwards from the room you start in until you hit the bottom border,followed by turning right to go into the first door you happen upon. Insidethis room you will quickly cut right to exit the room through the next doorand head down the stairs to the next floor below.

Head straight down, turn right and enter the room to find Iron Armor in theTreasure Chest, and then exit the room to go right past the next two rooms(as they are empty) to enter the third room to find 295 Gold Pieces. Nowyou should head left till you see a room ahead, so cut down past the nextroom to find another room to enter to get 385 Gold Pieces from a TreasureChest. Exit the room and start to the left to enter a room where a TreasureChest will have all access points to it blocked off except for the bottomone. This is the sign for you to completely fill your Hit Points beforestepping forward to fight the guardians of the CROWN that you seek!

~~~~~~~~~~~~~~~~WIZARDS~~~~~~~~~~~~~~~~

H.P.: 84

Gold: 300

Exp.: 276

You will have to face any amount of these tough guys from as two of them toas high as four of them. They are tough, they hit for lots of Damage, andthey have one weakness that barely is a weakness. Have your Fighterconcentrate his attacks on one individual Wizard (his Silver Sword should begood enough to cut one down), have your Black Belt/Thief/Red Mage/White Mageconcentrate on attacking another for a chance of taking it down, and if youhave a Black Mage, cast Lit2 as it can potentially wipe the entire Wizardparty out in one shot. After one round of battle, refocus your attacks totake out the weakened Wizards, have your White Mage/Red Mage break out theCure spells, and use a Lit spell from your Black Mage instead of hislaughable attack abilities.

Upon defeating these enemies, MAKE SURE TO GRAB THE CROWN! If you step offof the square, you will have to step back up and battle the Wizards AGAIN!Once you have successfully obtained the Crown, exit the room, turn left, andthen start upwards to then cut left to the next room on the left to find aCopper Bracelet sitting in a Treasure Chest. Now exit the room to go upagain to turn left and go up the stairs to exit the floor. Go through theroom to move left along the bottom of the floor area until you see the roomabove (go up past it on the left). Enter the room you arrive at and takethe ladder up a floor. Exit the room and follow the left wall as you go upto find the stairs that lead to the outside world!

Now that you have escaped, quickly return to the Northwest Castle toexchange the CROWN for some help for the Elfen Prince. Head up along thecoast until you see a plain path between the mountains leading east (takeit). As soon as the northern mountain allows, cut north past the twostreams to stop just outside of the Northwest Castle to use your House andsave the game, followed by going inside.

------------------ Northwest Castle ------------------

You should head straight for the Throne Room to find the out kindlybenefactor is in fact the ONE WHO CURSED THE ELFEN PRINCE! He is the Kingof the Dark Elves, the almighty Astos! He will then decide to slaughter youbecause you have served your purpose of getting the CROWN for him!

~~~~~~~~~~~~~~ASTOS~~~~~~~~~~~~~~

H.P.: 168

Gold: 2000

Exp.: 2250

Astos will be a different type of battle as compared to what you have foughtbefore, mainly because he has good Magic and he does not mind using it! Hehas Rub (one hit kills), Slow (halves your Hits total), Fast (doubles his Hits total), and Fir2 (hurts your entire party)! His attack is not that strong, sophysical attacks from him are not a worry, but he does have a fairly goodAbsorb rating. Have Fighter/Black Belt/Thief/ attack all of the time, haveRed Mage/Black Mage cast Fast on the physical attackers (gets them to landmore hits for more damage), and White Mage can attack unless some Cures areneeded. Astos should not last longer than three rounds.

Now that you have been victorious, you will obtain the CRYSTAL that he hadstolen from Matoya! You should now head back to Elfland to get back ontoyour Ship. Head south past the two streams to go in southeasterlydirection along the mountain, turning to a straight east course afterpassing through the narrow opening in the two mountains. You will findElfland, so stop at the Inn if you wish, sell your excess Weapons/Armor fromthe Marsh Cave, buy anything you wish to purchase, and then head outside tothe Ship to set sail for Matoya's Cave!

Move your ship east till you hit the coast, turn north and continue alongthat settings until you reach Coneria's shores. Here you will follow thecoast northeast, followed by turning west to pass under the bridge that wasbuilt for you (remember that?) to then go north to dock at the small port.Head north past the mountains, turn west to follow the river, and then walknortheast to find Matoya's Cave.

--------------- Matoya's Cave ---------------

Go talk to her to exchange her CRYSTAL for the HERB for the Elfen Prince,and then leave.

Backtrack through the directions above to return to Elfland, this time youwill enter the castle.

--------- Elfland ---------

Go to the Throne Room and talk to the attendant to give him the HERB, whichwill wake the sleeping prince! He will be so grateful, he will bestow uponyour party the mystic KEY! Now you can go open all of the locked doors thathave blocked you on your journey thus far! Please note that the optionalplaces to visit will now be listed below, with the booty that you missed,allowing you to make any decisions you wish regarding the grabbing of it atthis time.

i)The first place to go is within this very castle. Backtrack to the entrance of the castle, go left and then up around the border of the castle to find a small room that contains: Silver Hammer, 400 Gold Pieces, 330 Gold Pieces, and a Copper Gauntlet. Distribute the equipment among your people and sell the excess.

ii)Northwest Castle will be your next stop (refer to earlier instructions in the FAQ on how to locate it). When you enter the castle, go up the right side of the castle, turning left to go across the area past the throne room, and then go down to walk to the door to the room. If you want to avoid the set guards for each chest, open them from the side of Treasure Chests. Regardless, you will gain the following booty: Falchon, Iron Gauntlet, and Power Staff.

iii)The Marsh cave is next up (again refer to the FAQ for directions), so go inside, go down two floors (more FAQ referral) if you are confused to arrive on the bottom floor. Here you will need to go right past the first room, followed by cutting straight downwards until you run into a room. Go to the left and enter the door, and then follow the exact steps to avoid a Wizard and Cobra Fight (from the door for reference: Up two spaces, Right two spaces, Down two spaces, and then right two spaces to get a Silver Bracelet from the Treasure Chest. Now re-trace your steps, and head back out of the room.

Go above that room, head right till you see another room coming up, and then go down to find the door and enter to find a Treasure Chest. This time you must decide between Wizards (to the left of the Treasure Chest) or Cobras (to the bottom of the Treasure Chest), and after the fight you will get a Silver Knife. Exit the chamber, go up and then right to pass the next room you see, entering the second one you come across. Here you will need to fight Wizards (same rules from the CROWN fight apply) for the 1020 Gold Pieces contained within the Treasure Chest.

iv)Now you will be ready to go tackle the Temple of Fiends locked rooms, so head for Coneria from Elfland (go straight north and you will find it). Now walk northwest from Coneria to find the Temple of Fiends. Take the passage to the right, enter the small room, and fight the Gargoyles for the Rune Sword. Now exit the room, head up to the top right corner of the chamber, and enter the small room there to fight more Gargoyles (twice) for a Were Sword and a Soft Potion.

Now that you are ready to advance on in the story, you will want to go toConeria to clean out their locked Treasure vaults. Head to the back areaof the castle, go through the small passage that leads right and then down,and then enter the two rooms to find the following Treasures: Sabre, IronStaff, Silver Knife, Iron Shield, Iron Armor, and the TNT. Now you canbreak the land blocking your passage to the open sea, and you will need togo see the Dwarves!

Head up the coast to the left of Coneria and keep following the coast tillyou find a port to land at. Head west past the small lake, cut south alongthe mountain, and then enter the Dwarf Cave!

------------ Dwarf Cave ------------

Take a tour and pick up a couple Treasure Chests while you learn a few neatthings, including how something called ADAMNAT would make a super strongsword! Regardless, head down to the bottom areas of the cave to find Nerrickthe Dwarf, who happens to need the TNT to finish his digging! He will goblast the ground away, letting the inland sea connect to the open sea, andbe sure to raid his Treasure Room for the following Treasures: Cabin, IronHelmet, Dragon Sword, Silver Knife, Wooden Helmet, Silver Armor, 575 GoldPieces, and a House.

Head on outside, go back to your ship, sail along the coast (the side closerto the Dwarf Cave), and strike out west through the opening!

o--------------------o | The Troubled Earth | o--------------------o

Follow the islands that greet you in the open sea to find a port near atown. Enter the town to scope out the new wares as well as find out what hasbeen happening in this area of the world.

--------- Melmond ---------

You will notice a few things in this town, including: The earth is in horridshape, people are sick, the Vampire destroyed the Clinic (no reviving fallencomrades) AND Item Shop (no stocking up for long ventures into the field ofbattle), and the famous Dr. Unne lives in this town. After you have had yourquick walk through town, it is time to sample the local wares (note that Hel2 is a bugged spell, but in a good manner explained in the Secrets/Oddities section):

__________________Key | |FG - Fighter |BB - Black Belt |TH - Thief |RM - Red Mage |WM - White Mage |BM - Black Mage | |KN - Knight |MS - Master |NJ - Ninja |RW - Red Wizard |WW - White Wizard |BW - Black Wizard |__________________|

=========== Weapon Shop ===========

____________________________________________| Name | Cost | Damage | Hit% | User ||________|________|________|________|________|| Iron | | | |FG,BB,KN|| Staff | 100 | 14 | 0 |MS,NJ ||________|________|________|________|________|| | | | |FG,TH,RM|| Sabre | 450 | 13 | 5 |KN,NJ,RW||________|________|________|________|________|| Long | | | |FG,RM,KN|| Sword | 3000 | 20 | 10 |NJ,RW ||________|________|________|________|________|| | | | |FG,TH,RM|| Falchon| 450 | 15 | 10 |KN,NJ,RW||________|________|________|________|________|

========== Armor Shop ==========

____________________________________________| Name | Cost | Absorb | Evade% | User ||________|________|________|________|________|| Steel | | | | || Armor | 45000 | 34 | 33 |FG,KN ||________|________|________|________|________|| | | | |FG,BB,TH|| Silver | | | |RM,WM,BM||Bracelet| 5000 | 15 | 1 |KN,MS,NJ|| | | | |RW,WW,BW||________|________|________|________|________|| Iron | | | | || Helmet | 450 | 5 | 5 |FG,KN,NJ||________|________|________|________|________|| Copper | | | | ||Gauntlet| 200 | 2 | 3 |FG,KN,NJ||________|________|________|________|________|| Iron | | | | ||Gauntlet| 750 | 4 | 5 |FG,KN,NJ||________|________|________|________|________|

=========== White Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Restores 66-132 |WM,RM,WW|| Cur3 | 8000 | 5 |HP to an ally |RW ||________|________|________|_________________|________|| | | |Revives a slain | || Life | 8000 | 5 |ally to 1 HP |WM,RW,WW||________|________|________|_________________|________|| | | |Hurts all undead | || Hrm3 | 8000 | 5 |enemies for |WM,WW || | | |60-240 HP. | ||________|________|________|_________________|________|| | | |Restores 24-58 HP| || Hel2 | 8000 | 5 |to all allies |WM,WW ||________|________|________|_________________|________|

=========== Black Magic ===========

_____________________________________________________| Name | Cost | Level | Effect | User ||________|________|________|_________________|________|| | | |Hurts all enemies|RM,BM,RW|| Fir3 | 8000 | 5 |50-200 HP |BW ||________|________|________|_________________|________|| | | |Can destroy an | || Bane | 8000 | 5 |enemy instantly |BM,RW,BW||________|________|________|_________________|________|| | | |Lowers an enemy's|RM,BM,RW|| Slo2 | 8000 | 5 |Hits to 1 |BW ||________|________|________|_________________|________|| | | |Moves the party | || Warp | 8000 | 5 |back one floor |RW,BW ||________|________|________|_________________|________|

========= Item Shop =========

N O I T E M S H O P

You will have amassed a nice bankroll form your repeated trips here andthere in the previous section, collecting a very nice pile of treasure.Some good buys include: Fir3, Warp (will have to come back later withWizards for this one), Bane (if you feel lucky), ANY of the White Magicspells (look into not getting Hel2 if you want all four), Silver Braceletsfor White Mage/Black Mage (great armor for them), and Steel Armor (if youwant to spend the massive amount of money, your Fighter will be hard pressedto avoid an attack, but he will be near impervious to physical attacks).Whenever you have finished up your shopping spree, you will be ready enoughto make a few ventures into the Earth Cave that resides nearby. The Vampireis rumoured to live there, so set out to find his evil lair and end his daysof terrorizing Melmond!

Head off to the west to start, heading southwest along the coast line. onceyou reach a small land bridge leading south, take it to get onto a largepeninsula where your party should go south and then turn east to walktowards the cave mouth. Step foot through that portal to enter the dank...

------------ Earth Cave ------------

A quick note about this cave, if you go straight to the left from the start,you will find the legendary "Hall Of Giants", where every step will bring atleast one Giant to fight you each time! They will often be accompanied byan Iguana or two. This is a great place to build your Experience quickly,so make use of it as you see fit.

To start your journey through this Cave, your first job is to clean out theTreasure Chests on this floor. Start off by walking to the upwards branchof the cave to follow it to the dead-end to find a room where 1975 GoldPieces are yours form a Treasure Chest. This is the first place you canfight an Earth, so I will now cover the strategy for fighting thesemassively strong Room guardians (you can avoid this one by going below theTreasure Chest though). Also note that any time you need the info forfighting an Earth, come back to this spot or check the Bosses section.

~~~~~~~~~~~~~~EARTH~~~~~~~~~~~~~~

H.P.: 288

Gold: 768

Exp.: 1536

These guys can hit your characters for a TON of damage, so avoiding fightswith them is recommended. That being said, running from them is not anoption, so take them on with everything you got to end the fight quickly.They do have one weakness, and that is to Fire, so Fir2 and Fir3 will reallydamage them badly. Otherwise, go to work with your weaponry to take themout as soon as possible, thusly not allowing them to pound on your team toobadly. If your allies start to look weak, use a Cur2 or Cur3 to get themback up to snuff thanks to your White Mage/Red Mage.

Once you have finished with this task, return to the starting area for thefloor, this time choosing the path leading down that is on the right side ofthe area. You will arrive at a fork, so head right and then down to find aroom with two Treasure Chests. Walk left as soon as you enter the room andapproach the two Treasure Chests from below to avoid the Earth