-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- F I N A L F A N T A S Y E N D L E S S N O V A -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Final Fantasy Endless Nova Walkthrough and FAQ Version: 1.06 By: Jarel Jones Created: November 4, 2006 Last Update: February 2, 2009 E-mail: webmaster@rangerwiki.com _____ __________ 1.0 \__________________________________________________________________________________________________________/ ffen_1.0 =========================================================================================================================== I N T R O D U C T I O N =========================================================================================================================== _____ __________ 1.1 \__________________________________________________________________________________________________________/ ffen_1.1 =========================================================================================================================== Author's Note =========================================================================================================================== The story of this guide began in early October of 06, when I was poking around on Abandonia.com searching for abandonware games I had never played back in their heyday. After thoroughly beating and getting tired of SimTower, I was anxious for something new. While scrolling the database, I was surprised to see this game listed; what in the world was an RPG Maker 2000 game doing on an abandonware site? Intrigued, I downloaded, and for the first several hours of gameplay was rather surprised at how fun and full-featured the game looked to be. Most RPGM2K games I had played in the past were very short pieces of work that weren't half this much fun. Then my internet cut out the next day due to non-payment, and for the next several weeks I had nothing to do BUT play the game. Enjoying myself tremendously, I decided I'd sit down and write out a complete walkthrough/FAQ for the game, having no idea that the creator had already done one, since I didn't get the game through his site where his FAQ is located. But there's nothing wrong with multiple sets of resources for a single game, or else sites like GameFAQs.com wouldn't exist. The FAQ on the whole is very close to complete. Further updates will continue to be made to the FAQ until it's done, and what's added with each update will be listed in the Update History section. What's currently missing from the guide can be found in the Missing Items section. Of course, I'd appreciate any suggestions anyone has towards things to add or what would make the guide better. There's a message board at http://www.velv.net for the game, if you're curious. As for specific questions, I'm not adverse to helping you out if your questions aren't answered in this guide. (and they'd be prime material for things to add to later updates!) Simply shoot an e-mail to the address listed at the top. But keep in mind that the message board mentioned is also a great place to ask for help regarding the game. Also keep in mind that I'd prefer not to answer questions blatantly answered in the FAQ, so do attempt to hunt down the answer to your question here before you have to ask elsewhere. Thank you for taking the time to use this FAQ, and I hope you all enjoy the time spent using it and playing through the wonderful game it's designed for. - Jarel Jones _____ __________ 1.2 \__________________________________________________________________________________________________________/ ffen_1.2 =========================================================================================================================== Disclaimer =========================================================================================================================== The following unpublished work is © Jarel Jones, and is formatted for 1024x768 displays. The information was compiled from the game Final Fantasy Endless Nova, created by Delita Hyral X. The fangame on the whole is not copyrighted and is a derivative work that earns the author no money whatsoever, though the characters and situations therein are owned by him. The Final Fantasy series is © Square Enix. This guide is free to upload to other locations as long as none of the text has been changed. The guide cannot be cannibalized for the creation of other guides; using the FAQ as a guideline for making sure you covered everything is fine, but anything else is plagiarism without giving proper credit. _____ __________ 1.3 \__________________________________________________________________________________________________________/ ffen_1.3 =========================================================================================================================== Update History =========================================================================================================================== -v1.06- * Added Shield Armor to Esume's Dig Operation listings. * Added extra treasure chest that appears in Stars Bliss before going to Kortira. * Noted variation about White Dragon's version of White Wind. * Fixed wording on Counter skill. * Added information about Gillionaire display bug. * Added information about missing Comet Dice minigame. -v1.05- * Added data for Dragon Armor to Armor section. * Added a few Area descriptions that were missing. * Minor formatting/spelling fixes. -v1.04- * Added data for most missing weapons, armor, and items. * Added remaining Desperation moves. * Completed listings for what status effects enemies are weak to. * Added info for Limit Glove to Blue Magic section. * Completed Finel Arcade, Six Star Casino, Esume's Dig Operation, and Lost Lab sections. * Added full explanation of Love Points system. * Added more soundtrack listings, and modified a few others with proper credits. * Added link in Frequently Asked Questions to a zip file that fixes many game breaking bugs. -v1.03- * Added more soundtrack listings. * Added info on character classes to stat system section and character profiles. * Added Ibis' Desperation move. -v1.02- * Added data for Phoenix, Dream Stooges, Enhanced Sword, Masamune, Echo Bell, and Duel Knuckles to the Magic and Items sections. * Added Desperation system explanation, and Deren and Ellana's associated moves. * Began adding lists of what status effects enemies are weak to. -v1.01- * Added a line to Cid's strategy in the walkthrough. * Added another chunk of sources for soundtrack listings. -v1.00- * Initial upload of FAQ. * Walkthrough complete. * Items, bestiary, and sidequests mostly complete, but missing a few items. _____ __________ 1.4 \__________________________________________________________________________________________________________/ ffen_1.4 =========================================================================================================================== Frequently Asked Questions =========================================================================================================================== Q. Where can I find the latest version of this FAQ? A. http://www.velv.net has the FAQ at the bottom of the FFEN section. You can also find it at http://www.abandonia.com on its page for this game. Finally, http://dszone.rangerwiki.com contains the FAQ in its Current Projects section. Generally the first place the FAQ will be updated to is the DSZone site. Note that this FAQ will never be featured on GameFAQs. GameFAQs generally only allows submission of FAQs from actual retail-released games. There are some exceptions to that rule, but fanmade games using another company's franchise isn't one of them. Q. Where can I find this game? A. The easiest place to get everything you need in order to play the game is the official website at http://www.velv.net, though the game is featured on other various locations across the Internet. Q. How do I get it to run? A. The game download at velv.net is named FFEN_V2.5.rar, and has everything the game needs to function properly inside. Just decompress the RAR, and run the RPG_RT.exe file. If you don't have a method to decompress RAR files, you can download a shareware copy of WinRAR from http://www.rarlab.com/. If you've downloaded this game from a location other than velv.net, then you've likely downloaded v2.0 instead of the latest v2.5. It would be in your best interests to go ahead and get the latest version and delete the older one. If you're dead set on playing the older version though, you'll need two files; the FFEN_V2.zip file that contains the game's data, and the EN_RTP.zip file that contains the executable file needed to actually play. Some sites hosting v2.0 don't have the latter file, though most do. Once you have both files, decompress both zips to the same directory, and run RPG_RT.exe. For older versions of Windows that don't have native ZIP decompression abilities, you can download the shareware WinZip from http://www.winzip.com, though WinRAR can also perform unzip functions. Note that some of the sites that don't have EN_RTP.zip instead offer a full download of RPG Maker 2000 (though the legality of this is questionable), with the intention of having you run RPGM2K, loading the game's files inside, and then manually clicking the Play button. Q. The game is telling me an "RPTe" file is missing OR the in-game font suddenly changed and now I'm having trouble reading text. A. Something went wonky with RPG_RT.exe. Re-extract the file into the game's directory to replace it. If you're missing RPG_RT.exe entirely, then you wouldn't be able to play the game regardless. In this case, redownload the game, preferably from velv.net where every file you need to play is included in the downloadable RAR file from the get-go. Q. When I equip a new Dainsev on a character, their summon attack doesn't appear in my menu. A. This only applies to the Option menu; it shows all abilities as they are when you first opened the menu. If you switch Dainsevs, you'll need to close the menu and open it again to update it. Q. I encountered a game breaking/item blocking bug! A. There are several bugs like this: 1. If Motor has a KO status before you enter Astral Tower for the first time, you'll receive an automatic Game Over when she leaves to head for Necelia on her own. 2. If both Deren and Lisbeth have a KO status when Motor leaves Astral Tower, you'll receive an automatic Game Over after the cutscene following the Bio Yomara boss in Necelia. 3. Ras'Kals, the enemies that drop Leco Weeds, aren't in the Laboratory's random encounter rotation like they should be. 4. After Deren escapes from Finel, but before you meet up with your full party at Tazuu Falls, entering Astral Tower traps you there. Since there's no need to return to Astral Tower before the Tazuu Falls meetup, most players will never encounter this error. More information on this bug can be found in section 11.3 of the guide. 5. Motor's Love Points cutscene has an incorrectly set animation, causing Fuban's sprite to appear in her place. 6. Lisbeth's Love Points cutscene is missing a fade-in sequence, causing the game to hang. 7. The Gillionare item doubles the amount of gil won in battle, but post-battle messages are not coded to take notice of this, so the game will claim you only won the standard amount, even while double the cash is going into your wallet as you read the message. The author of this FAQ has made a zip file, downloadable at http://dszone.rangerwiki.com/files/ffenfix.zip, that fixes all of these problems except for #4 and #7. Simply overwrite the nine files in the game's main directory with the ones in the zip. These problems only affect v2.0 of the game and prior though, so if you've downloaded the game directly from velv.net after August 25, 2007, this step should be unnecessary, as the files in this bugfix zip are natively included with v2.5 of the game. _____ __________ 1.5 \__________________________________________________________________________________________________________/ ffen_1.5 =========================================================================================================================== Table of Contents =========================================================================================================================== To find a specific section of the guide, use the Find function (Ctrl+F) to search for the section's code. For example, to find the section in the walkthrough on Ventry Heights, you would search for "ffen_4.13". Search Code 1.0 Introduction ffen_1.0 [1.1] Author's Note ffen_1.1 [1.2] Disclaimer ffen_1.2 [1.3] Update History ffen_1.3 [1.4] Frequently Asked Questions ffen_1.4 [1.5] Table of Contents ffen_1.5 2.0 General Information ffen_2.0 [2.1] Story ffen_2.1 [2.2] Controls ffen_2.2 [2.3] Menus ffen_2.3 [2.4] Character Classes/Stat System ffen_2.4 [2.5] Status Conditions ffen_2.5 [2.6] Elements/Enemy Classes ffen_2.6 [2.7] Magic System ffen_2.7 [2.8] Dainsevs ffen_2.8 [2.9] Desperation ffen_2.9 [2.10] Love Points ffen_2.10 3.0 Characters ffen_3.0 [3.1] Deren ffen_3.1 [3.2] Motor ffen_3.2 [3.3] Lisbeth ffen_3.3 [3.4] Ibis ffen_3.4 [3.5] Ellana ffen_3.5 [3.6] Fuban ffen_3.6 [3.7] KioSen ffen_3.7 4.0 Walkthrough ffen_4.0 [4.1] Underground Storage Facility ffen_4.1 [4.2] Stars Bliss Sewers ffen_4.2 [4.3] Stars Bliss West ffen_4.3 [4.4] Stars Bliss Junkyard ffen_4.4 [4.5] Stars Bliss Sewers Redux ffen_4.5 [4.6] Stars Bliss East ffen_4.6 [4.7] Ally Luna ffen_4.7 [4.8] Darum ffen_4.8 [4.9] Coyas ffen_4.9 [4.10] Mian Forest ffen_4.10 [4.11] Kogagu Cave ffen_4.11 [4.12] Leena's House ffen_4.12 [4.13] Ventry Heights ffen_4.13 [4.14] Ress ffen_4.14 [4.15] Corret ffen_4.15 [4.16] Haragan Port ffen_4.16 [4.17] Ebidar Desert ffen_4.17 [4.18] Necelia ffen_4.18 [4.19] Astral Tower ffen_4.19 [4.20] Finel Barren Plains ffen_4.20 [4.21] Laboratory ffen_4.21 [4.22] Finel Capital ffen_4.22 [4.23] Tazuu Falls ffen_4.23 [4.24] Finel Government Complex ffen_4.24 [4.25] Coyas World Tour ffen_4.25 [4.26] Kortira ffen_4.26 [4.27] Regal Sura ffen_4.27 [4.28] Red Temple ffen_4.28 [4.29] White Temple ffen_4.29 [4.30] Yellow Temple ffen_4.30 [4.31] Blue Temple ffen_4.31 [4.32] Hell's Dome Grand Tour ffen_4.32 [4.33] Endless ffen_4.33 [4.34] Avanta ffen_4.34 [4.35] Epilogue ffen_4.35 5.0 Magic Spells ffen_5.0 [5.1] White Magic ffen_5.1 [5.2] Black Magic ffen_5.2 [5.3] Blue Magic ffen_5.3 [5.4] Dainsevs ffen_5.4 6.0 Items ffen_6.0 [6.1] Swords ffen_6.1 [6.2] Handguns ffen_6.2 [6.3] Bells ffen_6.3 [6.4] Daggers ffen_6.4 [6.5] Bokkens ffen_6.5 [6.6] Claws ffen_6.6 [6.7] Beakers ffen_6.7 [6.8] Wrists ffen_6.8 [6.9] Robes ffen_6.9 [6.10] Clothes ffen_6.10 [6.11] Armor ffen_6.11 [6.12] Relics ffen_6.12 [6.13] Normal Items ffen_6.13 [6.14] Key Items ffen_6.14 7.0 Barter System ffen_7.0 8.0 Bestiary ffen_8.0 [8.1] Bestiary ffen_8.1 [8.2] Enemy Skills ffen_8.2 9.0 Shops ffen_9.0 10.0 Minigames/Sidequests ffen_10.0 [10.1] Wishing Well ffen_10.1 [10.2] Sir Nido's Museum ffen_10.2 [10.3] Auction House ffen_10.3 [10.4] Finel Arcade ffen_10.4 [10.5] Six Star Casino ffen_10.5 [10.6] Esume's Dig Operation ffen_10.6 [10.7] Ultimate Weapons ffen_10.7 [10.8] Sebi Aktsan ffen_10.8 [10.9] Lost Lab ffen_10.9 11.0 Extras ffen_11.0 [11.1] Area Descriptions ffen_11.1 [11.2] Soundtrack ffen_11.2 [11.3] Miscellaneous ffen_11.3 [11.4] Missing Items ffen_11.4 [11.5] Credits and Thanks ffen_11.5 _____ __________ 2.0 \__________________________________________________________________________________________________________/ ffen_2.0 =========================================================================================================================== G E N E R A L I N F O R M A T I O N =========================================================================================================================== _____ __________ 2.1 \__________________________________________________________________________________________________________/ ffen_2.1 =========================================================================================================================== Story =========================================================================================================================== A lone solar system sits inside a large galaxy. The sun of the system is in the beginning stages of going supernova. For an unknown reason, however, it won't explode, and centuries go by with the people of the system forgetting about the danger. Four hundred years ago, a massive war left a once mighty nation in ruins. For decades, the people of that nation wandered aimlessly on the planet Coyas as nomads, not able to form a new civilization. It wasn't until an unnamed scientist discovered space travel and a way of making asteroids habitable that the people of the fallen nation were able to migrate to space. This was the beginning of the mighty asteroid colony called Finel Capital. Eventually, people discovered that there was a limit to space travel as a result of the impenetrable dome of asteroids and debris that surrounds the solar system. Thus, the name Hell's Dome was born. A young bounty hunter named Deren Star, along with his android companion Motor, do jobs in various locations around Hell's Dome. Recently contacted by an old friend, they attempt a seemingly standard job, but are forcefully thrown into a chaotic adventure instead, involving government conspiracy, religious fervor, and the fate of, not just their solar system, but all of reality. _____ __________ 2.2 \__________________________________________________________________________________________________________/ ffen_2.2 =========================================================================================================================== Controls =========================================================================================================================== The following buttons perform the listed actions in this game. Keyboard Joystick Description -------- -------- ----------- Arrow Keys D-Pad Moves your character around. K, J, H, and L, as well as the analog stick on joysticks that have them, also function as directional keys. Enter/Space Bar Button 1/3 Action button. Use this to talk to people, read signs, and choose options in dialogs or menus. Z also functions as an Action button. Escape Button 2 Cancel button. Brings up the main menu, or cancels out of various options otherwise. X, C, V, B, N, Numpad 0, and Insert also function as Cancel buttons. F4 N/A Switches the game from fullscreen to windowed mode and vice versa. F12 N/A Instantly quits back to the title screen. _____ __________ 2.3 \__________________________________________________________________________________________________________/ ffen_2.3 =========================================================================================================================== Menus =========================================================================================================================== Start Menu - This menu opens automatically on the game's title screen. --------------------------------------------------------------------------------------------------------------------------- New Game: Choose this option to begin the game anew. Load Game: Allows you to load a previously saved game. End Game: Exits the game entirely and goes back to Windows. --------------------------------------------------------------------------------------------------------------------------- Option Menu - During gameplay and outside of battle, hit button 2 to bring this menu up. Inside the menu, you'll see the following options in the top left, how much Gil (money) you have in the bottom left, and a chart showing the characters of your party on the right. Each character shown has their specific skill listed, as well as their current and maximum HP and MP. The lone 1 and dashes are where RPG Maker 2000 games normally show experience and character level, but that doesn't apply in this particular game; see section 2.4 for details. --------------------------------------------------------------------------------------------------------------------------- Use Item: Allows you to open your inventory and use any item. You cannot use Key Items; they simply stay in your inventory until the storyline requires them to be used. Special: This menu option lets you access your skill list. Useful for using specific skills, like Cure spells, when needed while outside of battle. Equipment: Enter this section of the menu when you want to equip or unequip weapons, armor, relics, or Dainsevs from your characters. Save Game: RPG Maker 2K games require this option to be listed in the normal menu, but it's grayed out here. You can only save your game at a PuPu, or on the world map when you're on a planet. End Game: Use this to quit the game and go back to the title screen. --------------------------------------------------------------------------------------------------------------------------- PuPu menu - The menu that appears when you talk to a PuPu, a friendly space alien that serves as this game's version of Save Points. You can also bring this menu up at any time on the World Map by hitting the Action button. --------------------------------------------------------------------------------------------------------------------------- Save Game: Obvious. Like most RPG's, make sure you save often; you never know when a powerful monster or boss you weren't expecting is hiding behind that next corner, waiting to rip you a new one. This option is available from the start. Board Ship: Lets you board your starship, the Lawless. This option isn't available until you get the ship from Cid in Kortira. Set Party: Allows you to switch out party members. This option isn't available until Ellana joins your party in Corret. Heal Party: Refills your entire party's HP and MP. This option isn't available until you visit Pu Rock. Area Info: Gives you information about the specific area you're in. All descriptions are listed for your convenience in section 11.1 of this FAQ. This option is available from the start. Window Color: Lets you change the color of the menus and dialogs from the default blue to several other choices. This option is available fairly early on: right after you manage to escape Sho's storage facility. Exit: Exits the PuPu menu. This option is available from the start. --------------------------------------------------------------------------------------------------------------------------- Battle Menu 1 - This menu appears on the left side of your screen at the beginning of every round during battle. --------------------------------------------------------------------------------------------------------------------------- Battle: Brings up Battle Menu 2. Berserker: Makes the computer control your party's AI that round. Useful for when you don't feel like handling the intricacies of a particular battle (like when you're fighting low level enemies), but keep in mind that the AI has no qualm against using high level magic spells or skills if you have the MP for it. So if you don't want to waste MP, it's best to fight manually. Escape: Lets you escape from battles. This doesn't always work. For bosses and important battles, this will be inaccessible. --------------------------------------------------------------------------------------------------------------------------- Battle Menu 2 - After you select "Battle" in the previous menu, these options appear on the right side of the screen. You will be able to choose from the following list of options once for each currently active character in your party. --------------------------------------------------------------------------------------------------------------------------- Weapon: Standard physical attack. Special: Allows you to use a character's skills. Magic spells, Dainsevs, and character-specific skills are all listed here. Guard: The character guards for that turn, doubling their physical defense. Use Item: Lets you use an item from your inventory. You can only use curative items during battle, with the exception of one character, whose skill set lets him use Trade Items as well. --------------------------------------------------------------------------------------------------------------------------- _____ __________ 2.4 \__________________________________________________________________________________________________________/ ffen_2.4 =========================================================================================================================== Character Classes/Stat System =========================================================================================================================== Endless Nova's character classes function similarly to Final Fantasies IV, VI, VIII, IX, and X, in that the playable characters all tend to fall into specific classes that you can't change. Warrior, Hunter, Geomancer, Thief, Blue Mage, Monk, and Chemist are the classes used. However, because of the differences in this game's magic systems (see sections 2.7 and 2.8), all playable characters can add Black Mage, White Mage, Time Mage, and Summoner abilities to their repertoire at any given time, thereby allowing a mixture of party strengths and weaknesses ultimately decided by the whims of the player. Endless Nova uses a stat system very similar in design to Final Fantasy II. Characters do not level up using experience points and one individual level number. The normal spot where such information is shown in the menu is blank; the level count permanently stays at 1 while the experience count is signified as being empty with multiple dashes. Instead of standard levels with experience points, each character has six different statistics that level up separately from each other. Unlike FFII, though, increasing certain stats in this game will not decrease others, so you don't have to worry about keeping your stats balanced. The list below explains the purpose of each stat and how to raise it. Note that you can also increase your stats in three other ways than those listed below. After most boss fights, the entire party will receive an obligatory six-way stat increase. Also, once all the playable characters in the game have joined your party, you can travel back to specific areas you've been to before to watch plot-centric cutscenes that will give stat increases to the characters involved. These cutscene areas are covered in sections 4.25, 4.27, and 4.32 of the guide. Finally, there are items you can win or steal from specific enemies, and also earn from a particular minigame, that will allow you to boost a single stat one time. --------------------------------------------------------------------------------------------------------------------------- HP --------------------------------------------------------------------------------------------------------------------------- Stands for: Health Points Function: This is your life meter; if you lose all of your HP in battle, you'll be KO'd. If your entire party is KO'd (or if they're all Petrified), then it's Game Over. How to Raise: Lose at least 50% of your current HP in battle, and your maximum HP value may go up. Therefore, it's beneficial to toe the line with your health; make sure you heal yourself appropriately so that you don't die, but at the same time, don't heal yourself so often that you'll never increase your HP. The maximum amount of HP any given character can have is 999. --------------------------------------------------------------------------------------------------------------------------- MP --------------------------------------------------------------------------------------------------------------------------- Stands for: Magic Points Function: All magic spells and many skills draw from this meter. You can't cast a spell or use a skill if you don't have enough MP for it. How to Raise: Use up at least 50% of your current MP in battle, and your maximum MP may go up. Similar to HP; don't use MP refill items like Ethers right away if you want to boost your MP amount. For both HP and MP, the 50% holds true no matter what your maximum value. So if a character can hold 200 MP max but goes into a battle with only 5, then their max MP may go up if they use at least 3 of that. The maximum amount of MP any given character can have is 999. --------------------------------------------------------------------------------------------------------------------------- Str --------------------------------------------------------------------------------------------------------------------------- Stands for: Strength Function: Physical strength. The higher this stat is, the more powerful your physical attacks and skills will be. How to Raise: Win battles and this may go up. If you escape from a battle, your Str won't increase after that particular battle. --------------------------------------------------------------------------------------------------------------------------- Vit --------------------------------------------------------------------------------------------------------------------------- Stands for: Vitality Function: Physical defense. The higher this stat is, the less damage you'll take during battle from physical attacks. How to Raise: Recover a large percentage of your HP and this may go up. Turban Man informs you that this has to be done during battle, but that's not true. If your HP is low outside of battle and you use items/spells that would heal most of it, or sleep at an inn, your Vit may go up then as well. --------------------------------------------------------------------------------------------------------------------------- Mag --------------------------------------------------------------------------------------------------------------------------- Stands for: Magic Function: Magic strength/defense. The higher this stat is, the more powerful your magic spells will be, and the less damage you'll take from magical attacks. How to Raise: Recover a large percentage of your MP and this may go up. Like Vit, this doesn't have to be done in battle. --------------------------------------------------------------------------------------------------------------------------- Spd --------------------------------------------------------------------------------------------------------------------------- Stands for: Speed Function: How fast you take your turn. The order everyone takes their turn in battle is determined by speed rating. This stat also affects each character's accuracy; characters with high Spd will miss less often. How to Raise: Each time you successfully escape from combat, your Spd may go up. The best way to take advantage of this is, once you're a couple hours into the game, to go back to a low-level enemy-filled area and escape as much as you can. _____ __________ 2.5 \__________________________________________________________________________________________________________/ ffen_2.5 =========================================================================================================================== Status Conditions =========================================================================================================================== While in battle, you can be affected by several different status conditions. Some are beneficial, while others are detrimental. Unless you're trying to keep item usage down, you'll always want to get rid of the bad status effects as soon as possible. Most good status effects remain in effect the entire battle, though they will vanish if the character is KO'd, and will have to be recasted once the character has been revived. The sole exceptions are Regen and MP Regen, which pick up where they left off once the character is alive again. Most bad status effects will wear off automatically when the battle ends. The exceptions are Petrify and KO, which remain after a battle is finished. All bad status effects can be healed by Lisbeth's Desperation move Angel Wings, and by Ellana's Blue Magic spell Limit Glove, though both moves come with their own inherent issues; Angel Wings is incredibly rare, and Limit Glove drops the party's HP to 1. With the exception of Confuse and the three stat breaks, however, all bad status effects can also be healed by various items or magic spells. The order of precedence for bad status effects that conflict with each other is KO, Petrify, Stop, Sleep, Distract, Berserk, and Confuse. So if a character is both Stopped and Asleep, Stop shows the most obvious visible proof of existence while Sleep works in the background. If a character is both Berserked and Confused, they will attack enemies instead of your party, since Berserk has the precedence. Good Status Effects --------------------------------------------------------------------------------------------------------------------------- Auto-Life: If the character is KO'd, Raise will automatically and successfully be casted on them at the beginning of the next round. Activated by Fuban's Aura skill and the Angel Ring relic. The Aura skill allows an infinite number of Raises as long as the skill is re-cast after each instance of Fuban being brought back. The Angel Ring relic will only Raise its wearer once per battle. In either case, the Auto-Life will fail if the rest of the party is killed before it can bring the person back to life. Fire Shell: Halves damage taken by Fire-based attacks or spells. If used in conjunction with the Fire Robe or Shield Armor, a character becomes entirely invulnerable to Fire attacks. Activated by Fire Shell spell. Haste: Doubles the character's Spd stat, making them take their turn in battle ahead of most everybody else. Activated by Haste and Hastega spells. Ice Shell: Halves damage taken by Ice-based attacks or spells. If used in conjunction with the Ice Robe or Shield Armor, a character becomes entirely invulnerable to Ice attacks. Activated by Ice Shell spell. MP Regen: Refills roughly 20% of the character's max MP each round. Activated by Wizard Ring relic. Protect: Halves damage taken by physical attacks. Activated by Protect and Protega spells. Regen: Refills roughly 10% of the character's max HP each round. Activated by Kirin Dainsev and the Regen Ring relic. If activated by the Kirin Dainsev, Regen wears off after five rounds. Thunder Shell: Halves damage taken by Thunder-based attacks or spells. If used in conjunction with the Thunder Robe or Shield Armor, a character becomes entirely invulnerable to Thunder attacks. Activated by Thunder Shell spell. Water Shell: Halves damage taken by Water-based attacks or spells. If used in conjunction with the Water Robe, a character becomes entirely invulnerable to Water attacks. Activated by Water Shell spell. --------------------------------------------------------------------------------------------------------------------------- Bad Status Effects --------------------------------------------------------------------------------------------------------------------------- Berserk: The character will physically attack a random enemy automatically, every turn, without your input. Healed by Greens-type items, Remedy item, and Esuna spell. A character has a 25% chance of being knocked out of Berserk by being physically attacked. After three turns have elapsed, there's a 20% chance Berserk may vanish on its own. Confuse: The character attacks people in their own party. There is no item or normal spell to heal this, but the character will snap out of it automatically if they're physically attacked by an enemy. After three turns have elapsed without being attacked, there's a 20% chance Confuse may vanish on its own. Darkness: The character is blinded, and their physical attack accuracy drops dramatically. Healed by Eye Drop item, Remedy item, and Esuna spell. After three turns have elapsed, there's a 20% chance Darkness may vanish on its own. Distract: The character gets turned around and can perform no actions. No item/spell heals this, but the condition automatically wears off at the start of their next turn. KO: The character has lost all their HP and is, for all intents and purposes, dead. If all members of your party are KO'd, it's Game Over. Healed by Phoenix Tail-type items and Raise/Araise spells. Mag Break: The character's Mag stat is halved. No item/spell heals this. Petrify: The character has been turned into stone and can perform no actions. Similar to KO, if all party members are Petrified, it's a Game Over. Healed by Soft item, Stona spell, Remedy item, and Esuna spell. Poison: The character loses 10% of their maximum HP value each round. Poison will never outright kill a character; if left active, it will drain them down to 1 HP and stop there, at least until they've gained some HP back for it to drain again. Healed by Antidote item, Panacea spell, Remedy item, and Esuna spell. After three turns have elapsed, there's a 10% chance Poison may vanish on its own. Silence: The character can no longer cast magic spells. All skills that use the Mag stat for power are affected by this, including White and Black magic spells, Dainsevs, Deren's Magic Shock, Lisbeth's Terrain skills, and Ellana's Blue Magic. Silence does not affect the rest of Deren's Sword skills, Motor's Machinery skills, Ibis' Thievery skills, or Fuban's Kakutou skills. Healed by Echo Screen item, Remedy item, and Esuna spell. After three turns have elapsed, there's a 20% chance Silence may vanish on its own. Sleep: The character falls asleep and can perform no actions. No item/spell heals this, but the character will wake up if physically attacked by an enemy. After three turns have elapsed without being attacked, there's a 25% chance Sleep may vanish on its own. Slow: The character's Spd stat is halved, making them take their turn after most everybody else on the battlefield. Healed by Remedy item and Esuna spell. After three turns have elapsed, there's a 20% chance Slow may vanish on its own. Stop: The character is entirely halted and can perform no actions. Healed by Remedy item and Esuna spell. After three turns have elapsed, there's a 20% chance Stop may vanish on its own. Str Break: The character's Str stat is halved. No item/spell heals this. Vit Break: The character's Vit stat is halved. No item/spell heals this. --------------------------------------------------------------------------------------------------------------------------- _____ __________ 2.6 \__________________________________________________________________________________________________________/ ffen_2.6 =========================================================================================================================== Elements/Enemy Classes =========================================================================================================================== In this game, there are six elements. The following chart lists what they are and what they're weak to. Attacking an enemy aligned to a specific element with that same element will result in little to no damage. Attacking them with the element they're weak to will result in more damage than normal. Enemies that show N/A during a Scan under their element are what's called "baseless", meaning they're not strong against or weak to any particular element. If N/A is listed next to Strong, then no elemental attack will do less damage than normal to them. If N/A is listed next to Weak, then no elemental attack will do more damage than normal. Element Weak To ------- ------- Fire Ice Ice Fire Thunder Water Water Thunder Light Shadow Shadow Light Enemy classes are specific families that an enemy may belong to. Weapons with a "Stk" ability given will deal more damage to enemies in the listed class than normal during physical attacks. Unlike elements though, if you attack an enemy of a class that doesn't match your weapon, you'll still do normal damage to them. Not all enemies are classed; ones that aren't simply list N/A for their class during a Scan. Non-classed enemies commonly include robots and bosses. Class Description ----- ----------- Beast Animals of various sorts, including furred mammals Crawler Bugs, insects, and other grounded creatures Demon Demonic-based creatures Dragon Dragons and large lizards Flyer Most enemies in flight, not including dragons Shell Creatures with exoskeletons, shells, or toughened skin Zombie Various undead enemies _____ __________ 2.7 \__________________________________________________________________________________________________________/ ffen_2.7 =========================================================================================================================== Magic System =========================================================================================================================== The majority of the Final Fantasy spells you're used to appear in the game. The system used to learn them, however, is very unique, although it shares some similarities with Final Fantasy VIII's Draw system. In Endless Nova, most living beings have magical energy. Items called Cryna Orbs are crystals devoid of all magical energy, which makes them useful storage containers when you attempt to pull magical waves from enemies. When in battle, if you use a Cryna Orb, one of three things will happen: 1: If a monster or monster group doesn't have any magic spells to extract, the Cryna Orb will vanish. 2: When magic spells are available to extract, the Cryna Orb will occasionally simply fail to extract. The chance of this happening varies with each enemy group. When this happens, the orb will shatter. Try again on the next turn. 3: If the Cryna Orb extracts the spell successfully, the orb will glow, and you will be told what spell it extracted. You can then use this Wisdom Orb outside of battle on a specific character to have that person permanently learn that spell. Note that all three of those events result in using up a Cryna Orb, whether you gain a Wisdom Orb out of the attempt or not. Also note that you cannot use more than one Cryna Orb per round, whether it's successful or not. If more than one person uses a Cryna Orb in the same round, then actual usage of the other Orbs will default to the next several rounds, in the order of turns of the people who used them. The Orb will be used automatically at the very start of the round, without that character's input, though said character can still take their turn as normal during that same round. If you're not overly worried about wasting Cryna Orbs, then you can take advantage of that trick; have everyone use a Cryna Orb in one round and then let them concentrate on fighting while, over the next several rounds, magic extraction is automatically attempted without you actively worrying about it. Another useful trick along the opposite line, that of lowering Cryna Orb usage instead of increasing it, is standing at a PuPu in an area where there are enemies you want to extract a specific spell from. Save your game before you start, then get into a battle. If you can't extract the spell you want the first time, hit F12 to instantly jump back to the title screen, and then reload the save. Repeat until you've drawn the spell. This takes extra time, but guarantees that you only use a single Cryna Orb instead of many of them. Already filled Wisdom Orbs are also attainable via the Barter system, explained in section 7.0. In addition, there is a sage named Horace who lives at the Astral Tower in North Coyas. If you give him a Cryna Orb and 200 gil, he will attempt to draw a magic spell for you out of thin air. The chance of this working is even less than using Cryna Orbs in battle, however; most enemies give you a 35% chance of succeeding pulling Wisdom Orbs at the least, while Horace only offers an 10% chance. _____ __________ 2.8 \__________________________________________________________________________________________________________/ ffen_2.8 =========================================================================================================================== Dainsevs =========================================================================================================================== Dainsevs are Endless Nova's versions of summons. Dainsevs are equippable items, like weapons and armor. You can only have one Dainsev equipped to each character at any given time. The Dainsev will add one specific summon to your Skills, but will also lower one or two of your stats in one return, so you'll need to stay sharp about which Dainsev you attach to which character. Some Dainsevs can be received in ways other than just going up to them and talking to them, such as paying or bartering, or performing a specific task. On the other hand, a few Dainsevs that you can walk up to will require fighting them and defeating them in battle to gain. There are eighteen Dainsevs in all. See section 5.4 for a list of Dainsevs, what they do, what stats they drop, and where to find them. _____ __________ 2.9 \__________________________________________________________________________________________________________/ ffen_2.9 =========================================================================================================================== Desperation =========================================================================================================================== When a character's HP reaches 5% of its max or less, they will randomly shift into Desperation mode during a battle, similar in style to Final Fantasy VI and VIII. The shift is described as random because the chance of it happening is actually extremely low; a Desperation move only has a 1% chance of appearing in any given turn. In fact, it's possible to go through the entire game and never see Desperation mode in action. When in Desperation mode, a character temporarily gains one new skill that doesn't cost any MP to use. Each character's Desperation skill is listed with their character-specific skills in section 3.0. The Desperation skill will usually vanish from the available spell list one round after it appears, whether it was actually used or not, so take advantage of it while it's available. 5% of the time, the skill will stay accessible the entire battle. _____ __________ 2.10 \__________________________________________________________________________________________________________/ ffen_2.10 =========================================================================================================================== Love Points =========================================================================================================================== Love Points are a system the game uses to keep track of your friendship level with multiple people. At several points during the game, you'll be given two or three things to say in response to a character's statement, and one choice will usually increase that character's Love Points balance while the others will decrease it. Three different sets of points are tracked over the course of the game, and the total tallies of the sets allows you to see a hidden conversation between the lead character and one other person of a possible four near the game's end. For the first three characters, their cutscene is triggered simply by their set of Love Points being higher than the other two characters' sets. To see the fourth cutscene, two characters (the two girls) must have Love Point scores of two or lower, while the third character (the guy) must have a score at zero or lower. Sections 4.3, 4.6, 4.7, 4.10, and 4.26 of the walkthrough list the six questions that change Love Point tallies, and how many points they increase or decrease each person by. The final cutscene is touched on in section 4.32. _____ __________ 3.0 \__________________________________________________________________________________________________________/ ffen_3.0 =========================================================================================================================== C H A R A C T E R S =========================================================================================================================== The following section contains a detailed list of the characters that will join your party during the game, and their abilities. Please note that the paragraphs below are all general suggestions. Because the system the game uses for leveling up stats is somewhat open-ended, you certainly don't have to follow the suggestions word-for-word. If you want to have Motor focus as a mage and use Ellana for attacking, go right ahead. The starting HP, MP, Str, Vit, Mag, and Spd are only set for Deren and Motor. Everyone else's starting stats varies depending on the level of Deren's stats at their time of joining. _____ __________ 3.1 \__________________________________________________________________________________________________________/ ffen_3.1 =========================================================================================================================== Deren =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | HP - 52 MP - 8 | | Str - 4 Vit - 3 | | Mag - 2 Spd - 4 | | Weapon - Broadsword (+5 Str) | | Wrist - Bronze Bangle (+5 Spd) | | Armor - Cotton Shirt (+5 Vit) | | Relic - N/A | | Skills - N/A | | | | Age - 22 | | Joins at - Stars Bliss | | Uses weapon type - Sword | | Special - Sword Skill | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Name MP Learn From Function | | ---- -- ---------- -------- | | Rough Dive 4 Wing Edge Attacks at same strength, regardless of enemy Vit. | | Diamond Sword | | Crystal Sword | | Magic Shock 4 Wizard Sword Attacks with damage based on Deren's Mag instead of Str. | | Power Break 8 Sonic Steel Attacks and halves the Str of one enemy. | | Rune Master | | Hunter's Blade | | Particle Blade | | Grim Blade | | Magic Break 8 Ice Brand Attacks and halves the Mag of one enemy. | | Coral Sword | | Rune Master | | Grim Blade | | Armor Break 8 Enhanced Sword Attacks and halves the Vit of one enemy. | | Dragon Fate | | Masamune | | Grim Blade | | Zombie Slash 10 Excalibur Deals large damage to Zombie-class enemies. Requires Excalibur equipped. | | | | Plasma Disk 0 Desperation White hot energy attack. Deals large damage to one enemy and performs all three Break | | skills in the process. | |_________________________________________________________________________________________________________________________| Deren Star is an enigmatic, young spacer who travels from colony to planet doing odd (and sometimes dangerous) jobs for various people. There's more to this bounty hunter than meets the eye though, like most RPG heroes, and you'll eventually uncover bits and pieces of his interesting past as you go. Deren's style of battling most closely matches the Warrior class from standard FF titles. He serves as the party's go-to guy when it comes to consistent physical attacks. His speed rating also tends to stay pretty high, though choice of armor can allow you to sacrifice his speed for extra strength. Deren's specialized fighting tactic is called Sword Skill. His skills all serve as special attacks that cost MP, but many of the attacks have added benefits as well, most along the lines of doing something detrimental to the opponent's stats, such as lowering their strength or breaking their magic. To learn new skills, simply purchase or find one of the weapons that teach it; once the weapon is in your inventory, you'll learn the skill automatically. Skills learned are permanent; they stay in your skill list whether that weapon is equipped or not, once it's been learned. The exception is Zombie Slash, which stays learned, but can't be performed unless the Excalibur sword is equipped. _____ __________ 3.2 \__________________________________________________________________________________________________________/ ffen_3.2 =========================================================================================================================== Motor =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | HP - 40 MP - 12 | | Str - 3 Vit - 4 | | Mag - 3 Spd - 3 | | Weapon - Handgun (+5 Str, Flyer Stk) | | Wrist - Bronze Bangle (+5 Spd) | | Armor - Cotton Shirt (+5 Vit) | | Relic - N/A | | Skills - Scan | | | | Age - ?? | | Joins at - Stars Bliss | | Uses weapon type - Handgun | | Special - Machinery | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Name Learn From Function | | ---- ---------- -------- | | Gatling Gun Kidora (Darum) Attacks all targets with a Gatling Gun. | | Sun Flash Kidora (Darum) Distracts all targets with bright light. | | Blade Blaster Sir Nido's Museum Shoot sharp blade to damage one target; occasionally causes Death. | | Rocket Punch Kidora (Kortira) Powerful glove blast to one target ignores enemy defense. | | Stone Sealer Kidora (Kortira) Seals one target in stone. | | Micro Missiles Kidora (Kortira) Blasts all targets with multiple missiles. | | | | Graviton Cannon Desperation Huge cannon deals lethal damage. Does damage to all enemy classes. | |_________________________________________________________________________________________________________________________| Motor is an android who doesn't recall any of her past beyond a certain point; specifically when Deren met her in the Ally Luna junkyard not too long before the game begins. Over the course of the game, she'll learn of her past, of her creator, and begin to experience actual emotions. Motor's style of battling most closely matches the Hunter class from standard FF titles. Her relative strength stays very near Deren's in a normal playthrough, so she's a great person to use for physical attacking. She is also, however, useful for dealing minor damage to multiple enemies with her Machinery skills. Either way, it's smart to use her as a physical attacker in battles. The Machinery fighting tactic is one that allows Motor to use skills based on unique weapons that are in your inventory. Not too far into the game, you'll meet a woman that makes a habit out of building specialized weapons for Motor. These weapons aren't equippable or sellable; they're key items that stay in your inventory permanently. Each item held allows Motor to use a new skill. All of the skills are MP-free, and generally do things such as attacking or causing temporary status effects to an opponent, sometimes to all of them. _____ __________ 3.3 \__________________________________________________________________________________________________________/ ffen_3.3 =========================================================================================================================== Lisbeth =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | Weapon - Bronze Bell (+5 Mag) | | Wrist - Bronze Bangle (+5 Spd) | | Armor - Cotton Shirt (+5 Vit) | | Relic - Precious Locket (+5 Mag) | | Skills - Terrain, Cure | | | | Age - 11 | | Joins at - Stars Bliss | | Uses weapon type - Bell | | Special - Terrain | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Name Appears In Function | | ---- ---------- -------- | | Hell Ivy Grass/Forest Baseless attack; may cause Stop. | | Sand Storm Desert Baseless attack; may cause Slow. | | Snow Fury Snowy Ice attack; may cause Confuse. | | Lava Burst Volcano Fire attack; may cause Death. | | Cave In Rocky/Cave Baseless attack; may cause Petrify. | | Gusty Wind Plains/Valleys Baseless attack; may cause Sleep. | | Aqua Bubbles River/Ocean Water attack; may cause Poison. | | Bizarro Energy Outer Space Shadow attack; may cause Berserk. | | Static Wave Technological Thunder attack; may cause Silence. | | Pearl Rays Celestial Light attack; may cause Distract. | | | | Angel Wings Desperation Cures all bad status effects, including KO, and maxes HP to full for the entire party. | |_________________________________________________________________________________________________________________________| Lisbeth is a mysterious girl with animal-like ears and a tail who was on some type of mission with her friends before FC Soldiers ruined the party. Now she travels with your group, although her crash-landing in Stars Bliss gave her amnesia. A major portion of your journey through the game is spent both keeping her out of the FC Troop's hands, as well as trying to help her get her memory back. Lisbeth's style of battling most closely matches the Geomancer class from standard FF titles. She starts with around three times the MP max than Deren or Motor do at start, and her physical attack power never gets very high, so clearly she's designed for magic-usage. Give her as many Wisdom Orbs as possible and let her fly. The Terrain fighting tactic is a single character specific skill that attacks all enemies and causes status effects, though which effect it causes, as well as what element the attack is attuned to, changes. The list above explains what type of areas allow you to use different Terrain attacks, but in reality, the specific enemy group you're fighting determines what Terrain attack she has, not the area you're in. For example, Ice Flan are aligned to the Water element, so even though you encounter them in the ice-filled White Temple, Aqua Bubbles will be the skill she can use against them. Terrain attacks never use any MP. _____ __________ 3.4 \__________________________________________________________________________________________________________/ ffen_3.4 =========================================================================================================================== Ibis =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | Weapon - Dagger (+10 Str, Crawler Stk) | | Wrist - Bronze Bangle (+5 Spd) | | Armor - Cotton Shirt (+5 Vit) | | Relic - N/A | | Skills - Steal, Panacea, Scan | | | | Age - 17 | | Joins at - Mian Forest | | Uses weapon type - Dagger | | Special - Thievery | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Name Learn From Function | | ---- ---------- ---- | | Steal N/A Swipes an item from a group of enemies. 70% chance of succeedding. | | Detect N/A Checks to see what item an enemy group holds. | | | | Final Slots Desperation Randomly gives you one of the following items, from one up to the given number of said item: | | five X-Potions, five Mega Potions, four Turbo Ethers, four Remedies, three Elixirs, two Mega | | Phoenixes, or one Last Elixir. | |_________________________________________________________________________________________________________________________| Ibis is a Su Karu Hunter, considering himself a great treasure hunter, though everyone else just looks at him as a common thief. He's currently searching the solar system for his partner and mentor, who vanished several weeks before the game started. Ibis' style of battling most closely matches the Thief class from standard FF titles. He starts with a strength level near Deren and Motor, if not higher, so you'll mainly want to use him for normal attacking. His Mag level isn't bad though, so feel free to give him a few spells as well, for backup purposes. The Thievery fighting tactic is a single character specific skill that allows you to get rare items. Simply use the Steal skill in battle and Ibis will attempt to take an item from the enemy. Steal never uses any MP. Note that, like Cryna Orbs, you can only use the skill once successfully per battle, whether you're fighting one enemy or multiple. There's only ever one item you can steal in any given battle. The item you steal is usually the same item you occasionally win at battle's end, but since winning items is randomized regardless of theft, you may still win an item, even if you've stolen it in that battle already. His second skill, Detect, appears after his max HP reaches 150 or higher. _____ __________ 3.5 \__________________________________________________________________________________________________________/ ffen_3.5 =========================================================================================================================== Ellana =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | Weapon - Oak Pole (+10 Str, Demon Stk) | | Wrist - Bronze Bangle (+5 Spd) | | Armor - Silk Robe (+5 Vit, +10 Mag) | | Relic - N/A | | Skills - Fire, Blizzard, Water, Thunder | | | | Age - 20 | | Joins at - Corret | | Uses weapon type - Bokken | | Special - Blue Magic | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Name MP Learn From Function | | ---- -- ---------- -------- | | Goblin Punch 0 Goblin, Black Goblin Low baseless attack. | | Mind Blast 6 Tengu, Tengu Mage Low baseless attack; may cause Distract. | | ? ? ? ? ? 8 Zombie Unknown type of low attack. | | Mogri Dash 10 Wild Chocobo Baseless attack; damage based on number of escaped battles. | | Jade Coin 12 Hybrid 50/50 chance of full HP recovery or instant KO. | | 100 Needles 16 Cactuar, Kactuar Deals around 100 points of damage to one enemy. | | Limit Glove 18 Methusalla Cures entire party's bad status effects, but drops everyone's HP to 1. | | Break 20 Lamia Low baseless attack; may cause Petrify. | | Aqua Lung 22 Chimera, Chimera Elder Moderate water attack to all enemies. | | Moon Flute 24 Coral, Zone Keeper Causes Berserk for all enemies. | | White Wind 30 White Dragon Heals entire party by amount of Ellana's current HP. | | Guard Off 32 Iron Giant Halves one target's Vit. | | Exploder 34 Security Gun A Large baseless attack. | | Magic Hammer 46 Behemoth, King Behemoth Makes one target lose MP. | | Sour Lung 58 Malboro Gives Berserk, Confuse, Darkness, Poison, Silence, and Sleep to all enemies. | | Shadow Flare 60 Watcher Beta Large shadow attack. | | | | Twilight 0 Desperation Sacred bokken technique. Deals moderate damage to one enemy. | |_________________________________________________________________________________________________________________________| Ellana Tugama is a woman that grew up in Ress on Coyas, but has been training in Yoih for the past eight years. She's visited Necelia often enough that the King and Queen there are almost family to her. Unfortunately, her real family seems to have vanished due to mysterious circumstances involving the Obeskan religion and a faction from space, so she joins your party to search for the truth. Ellana's style of battling most closely matches the Blue Mage class from standard FF titles. She is useful as a magic caster, especially considering her ample Blue Magic abilities. However, her Str level always stays relatively high, so unlike Lisbeth, you can also depend on her for physical attacks. Her Spd level is lower than everybody else's when she joins though, so initially she'll often be the last person to perform an action in battle. The Blue Magic fighting tactic allows Ellana to learn from a list of spells that aren't available to other magic casters. When Ellana is in your party and an enemy uses a Blue Magic skill against any member of that party, Ellana learns the spell, and can cast it herself from then on. Ellana must be alive to learn the spell; she must also be under your full control, so if she's Berserked, Confused, Petrified, Stopped, Asleep, or Distracted, she won't learn anything. See section 5.3 for extended information on the spells listed above. _____ __________ 3.6 \__________________________________________________________________________________________________________/ ffen_3.6 =========================================================================================================================== Fuban =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | Weapon - Feral Claws (+35 Str, Critical Up) | | Wrist - Mythril Bangle (+15 Spd) | | Armor - Linen Cuirass (+20 Vit, -5 Spd) | | Relic - N/A | | Skills - Chakra, Haste | | | | Age - Late 20's | | Joins at - Necelia | | Uses weapon type - Claw | | Special - Kakutou | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Name MP Learn From Function | | ---- -- ---------- -------- | | Chakra 4 N/A Recovers 10% of max HP and MP. | | Blaster 8 Ancient Scroll IV Releases a beam of pure light energy at one target for physical damage. | | Counter 20 Ancient Scroll VI Hits all enemies with the amount of damage taken by Fuban that round. | | Aura 50 Ancient Scroll I Casts Auto-Life on self. | | | | Feral Rave 0 Desperation Devestating fighting combo. Deals large damage to one enemy. | |_________________________________________________________________________________________________________________________| Fuban, a mysterious man known for hopping into danger zones, clearing enemies out and saving civilians, and then vanishing, joins your party in Necelia, seemingly only because he loves battles and figures he'll have a good time following your enemy-attracting party around. His personality and off-putting demeanor leave a little to be desired. Fuban's style of battling most closely matches the Monk class from standard FF titles. Fuban, from his introduction on, remains a top level combatant, easily dealing twice the damage that anyone else does with physical attacks. He has a useful amount of MP to cover some spells and his skills, but you'll probably tend to use him more often for straight attacking. He also starts with much more HP than anyone else, so he's a very good person to depend on in cases where everyone's dying and you need someone to stay intact to bring them back. The Kakutou fighting tactic provides multiple skills that do damage or cause status effects to enemies and friends. These skills are learned by picking up Ancient Scroll items as you travel, and taking them to Fuban's master south of Yoih so the man can teach him the skills contained therein. _____ __________ 3.7 \__________________________________________________________________________________________________________/ ffen_3.7 =========================================================================================================================== KioSen =========================================================================================================================== _____________________________________________ | Starting Stats | |---------------------------------------------| | Weapon - Beaker (+10 Str, +15 Mag) | | Wrist - Carbon Bangle (+25 Spd) | | Armor - Wizard Robe (+5 Vit, +20 Mag) | | Relic - N/A | | Skills - Fira, Blizzara | | | | Age - 30 | | Joins at - Finel Capital | | Uses weapon type - Beaker | | Special - Use Item | |_____________________________________________| _________________________________________________________________________________________________________________________ | Character Skills | |-------------------------------------------------------------------------------------------------------------------------| | Item Learn From Function | | ---- ---------- -------- | | White Powder N/A Casts Cure on all party members. | | Healing Water N/A Casts Cura on all party members. | | Calm of Storm N/A Casts Curaga on all party members. | | Purity Chalice N/A Casts Esuna on all party members. | | Fire Curtain N/A Casts Fire Shell on all party members. | | Ice Curtain N/A Casts Ice Shell on all party members. | | Thunder Curtain N/A Casts Thunder Shell on all party members. | | Water Curtain N/A Casts Water Shell on all party members. | | Hero Drink N/A Casts Might on all party members. | | Bomb Soul N/A Casts Fire against all enemies. | | Inferno Fang N/A Casts Fira against all enemies. | | Fire Gem N/A Casts Firaga against all enemies. | | Ice Shard N/A Casts Blizzard against all enemies. | | Arctic Wind N/A Casts Blizzara against all enemies. | | Ice Gem N/A Casts Blizzaga against all enemies. | | Coiled Wire N/A Casts Thunder against all enemies. | | Nimbus Core N/A Casts Thundara against all enemies. | | Thunder Gem N/A Casts Thundaga against all enemies. | | Fish Scale N/A Casts Water against all enemies. | | Dragon Tail N/A Casts Watara against all enemies. | | Water Gem N/A Casts Wataga against all enemies. | | Leco Weed N/A Casts Confuse on all enemies. | | Deadly Waste N/A Casts Poison on all enemies. | | Sands of Time N/A Casts Stop on all enemies. | | Mute Mask N/A Casts Silence on all enemies. | | Dream Dust N/A Casts Sleep on all enemies. | | Star Dust N/A Casts Comet against all enemies. | | Chef's Knife N/A Casts Death against all enemies. | | | | Box of Toys Desperation Drop a load of trinkets on one enemy for moderate damage. May cause Confuse and Berserk. | |_________________________________________________________________________________________________________________________| KioSen is actually a man by the name of Mason Lucade, a scientist who accidentally turned himself into a KioSen doll after a mishap in the laboratory. Having not found any of the chemical he needs to turn back to normal, he decides to travel with your party instead, hoping that he can locate a magical way of turning himself back into a human. KioSen's style of battling most closely matches the Chemist class from standard FF titles. As a toy doll, he's is very weak as far as Str goes, so you won't often be using him for attacking. Instead, it's better to concentrate on using skills or magic casting with him, as he starts with a hefty amount of MP. The Use Item fighting tactic allows KioSen to use Trade Items you may have in your inventory during battle. When KioSen uses a Trade Item, the energy inside it is sent forth as a Multi version of the normal spell that item provides a Wisdom Orb for via the barter system. This makes KioSen's skills an invaluable addition when you need to affect your entire party or all enemies at once. To use his skills, simply go into your normal item menu with him during battle, and you'll see that the Trade Items are available to select and use. Only Trade Items #01 to #28 can be used by KioSen; the last four are unusable. #29 and #31 are blocked out because they're unnecessary; #29's default spell already has a castable multi version, while #31 doesn't offer any spells at all. #30 and #32 are assumably blocked because their spells are so powerful that multi versions would break the game's balance. _____ __________ 4.0 \__________________________________________________________________________________________________________/ ffen_4.0 =========================================================================================================================== W A L K T H R O U G H =========================================================================================================================== In the following walkthrough, indented paragraphs starting with a series of dashes and equal signs (-=-=-=-) are plot specific. A full description of every plot-specific cutscene has been included in the walkthrough. If you don't want to spoil yourself to the plot, therefore, skip those paragraphs. You've been warned. In enemy listings, the number after the parenthesis denotes how many enemies you'll generally run into per battle. For example, "Flan (2/3)" means that you'll normally encounter two or three Flan if you run into any. "Furan Toad (1)" means you'll just see one Furan Toad when he shows up. An "x#" means you'll fight exactly that many of those enemies over the course of that section, such as "FC Soldier x5". The extract listings give, in order, the spells you can extract from each enemy shown in the enemy listings section, followed by what you can extract from the bosses of that section. An "N/A" is shown when that specific enemy doesn't have anything to extract. If the section doesn't appear at all, no enemies in that section have spells to extract. _____ __________ 4.1 \__________________________________________________________________________________________________________/ ffen_4.1 =========================================================================================================================== Underground Storage Facility =========================================================================================================================== Join: Deren, Motor Enemy: FC Soldier x5, FC Captain x3 Boss: Bio Yoma Item: Antidote x2, Potion x2, Weapon Prototype --------------------------------------------------------------------------------------------------------------------------- -=-=-=- As the game begins, we see a girl, two men, and a woman traveling through space in special pods... and two unnamed soldiers attempting to kidnap them with a Snare Ray. Unfortunately for the soldiers, their ray catches quite a bit of debris in the process, damaging the ship, and knocking the girl's pod off course. Her golden pod heads off on a ballistic course for space colony called Stars Bliss. Meanwhile, the two soldiers report their failure to their President, and, not needing the three people they managed to capture, he sets their ship's self destruct on from afar. Harsh. -=-=-=- Meanwhile, a flashback shows our hero, Deren, talking to a friend of his named Skeet. For the record, this conversation is taking place on another space colony named Arleah. Skeet built a prototype for a type of weapon that runs off of Wisdom Orbs instead of normal energy sources, which would theoretically cut down on power usage. Unfortunately for Skeet, his prototype was stolen by two thugs from Stars Bliss, so now he's asking Deren to find the prototype and retrieve it. For doing this job, you'll only receive 200 gil from Skeet, but Deren does it anyways since Skeet is an old friend, and because the man behind the theft is an old annoyance of Deren's. The game starts you already inside the sewer system of Stars Bliss, where this Sho fellow has a storage facility that the prototype is most likely being stored at. You start with 8 Potions, 1 Phoenix Tail, and 2 Eye Drops in your inventory. Try not to use any of the items (especially the Potions) unless you absolutely have to. Most status effects vanish after a battle ends, and after you finish this section and get back to the sewers, your HP and MP will be refilled anyways. Since the enemies in the sewers are more abundant and a little tougher than the ones in the storage facility, having more Potions available then is a prudent idea. From where you start, the door to the left leads to the sewers (which you can't enter yet), while the door on the right leads to Sho's storage facility, so head for the right-hand door. Inside, you'll encounter a new hindrance: Finel Capital soldiers. From what Deren remembers of Sho, the man isn't one to use grunts for security, normally relying on cameras and alarms, so actual soldiers keeping guard is an unwanted surprise. They're not too difficult though; at 12 HP each, you should be able to take out any one of them in no more than two rounds. After taking out the first one, Motor disables the security in the complex, allowing you to enter most doors. The single door at the top of this room leads to a second room with two FC Soldiers, and a treasure chest with two Potions. The top door in this second room is actually an elevator that leads to the second out of three floors in this complex. Upon reaching Floor 2, you'll be blocked from continuing further thanks to a door that remains locked, despite Motor's earlier efforts. But the room does contain one very important thing: a PuPu. PuPus are friendly space aliens that act as this game's Save Points, and they will also allow access to various other options over the course of the game. Right now, the only other thing a PuPu will do for you is give you a quick description of the city/area you're in. Save your game and take the elevator to Floor 3. In the first room of Floor 3, you'll encounter an FC Captain. Just like Soldiers, it should only take two rounds to take him out, though watch out for his grenades. You'll also find a vending machine (which you can't buy anything from) and a treasure chest with two Antidotes in the room. Head south. This room is a dead end, with two more FC Soldiers, and five computers. One of the computers, however, is off, and can be pushed from either direction (face its side and hit the Action button) to reveal a grate. You'll automatically drop down the hole, and you'll end up in the room that's past the earlier blocked door. In this room is another FC Captain. Unfortunately, after you defeat him, he stays alive long enough to set the facility's two minute self destruct, and then has the gall to summon the Bio Yoma boss on top of that. _________________ | BOSS - Bio Yoma \_______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 44 | | MP: 50 | | Class: Demon | | Strong: Water | | Weak: Thunder | | Status: N/A | | Skills: Bio | | Extract: N/A | | Carries: N/A | | Steal: N/A | | Blue Magic: N/A | | | | Strategy: Bio Yoma isn't too difficult here. He has 44 HP, though he runs away after you deal 22 or more damage. But | | regardless, don't waste time. Don't even waste time choosing battle options; use Berserker mode, and | | ignore it if he poisons you. You need to finish him off with at least 45 seconds left on the clock to | | have enough time to make it out of the area. | |_________________________________________________________________________________________________________________________| Once he runs off, rush down to the treasure chest in the bottom left corner and grab the Weapon Prototype inside, then rush back for the grate (you can't push the shelf blocking the door out of the way) and hit the Action button to hop up a level. Back in the room above, you'll have one more FC Captain to take out. Defeat him, then exit that room through the door, and you'll automatically exit the facility, running to the other end of the sewer hallway and avoiding the resulting explosion. -=-=-=- Elsewhere in the colony, Sho, two of his cronies, and two FC Soldiers in his office all feel the quake of the explosion. Sho begins ranting at the Soldiers, and initially assumes that the Su Karu Hunters from Kortira are responsible, until a third soldier tells him that the two intruders took out all the guards systematically and stole the prototype. When the soldier mentions not recalling an android being a member of the Hunters, Sho realizes who exactly performed the operation. He then tasks the Soldiers to hunt your party down, get the prototype back, and toss you in the dungeon. Welcome to Stars Bliss. _____ __________ 4.2 \__________________________________________________________________________________________________________/ ffen_4.2 =========================================================================================================================== Stars Bliss Sewers =========================================================================================================================== Enemy: Clipper (1/2), Flan (2/3) Boss: Bio Yoma Extract: Scan, Panacea, Bio Item: Antidote x2, Cryna Orb x4, Ether, Flash Bomb x2, Phoenix Tail x2, Potion x7 --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Back in the original hallway, Deren and Motor take stock and realize that making themselves scarce before the FC Soldiers storm the sewers looking for them is a good idea. The resulting conversation before they go reveals the question about why FC Soldiers were even working with Sho to begin with; the Finel Quartet supposedly wouldn't sink to that level. They decide to worry about that later though. Head through the door directly north. Here you'll see the same PuPu that was inside the storage facility; luckily, he got out safely. Save your game and head left into the sewer proper. Down the hallway, at a four-way crossway, you'll meet a man in a turban who will show up often during the game. He doesn't seem to have a name in-game, but in this FAQ he'll be referred to as Turban Man. Talk to him and he will answer various questions you may have about aspects of the game. In his first appearance here, he'll explain the Wisdom system (explained in section 2.7 of this guide), how stats are raised (2.4), and element/class variations (2.6). Once all your questions are answered, head down; west leads to the next section of the sewer, but there's some treasure chests we want to get to the south first. The iron bar door to the north is locked at the moment. Your enemies in this section will be Clippers and Flan. Neither are very difficult, though since you generally fight multiple enemies, damage may rack up after a while. Use Potions when necessary. Flan really don't do much more than dropping poo for damage, but Clipper's Venom Claw can cause Poison, so stay on your toes. Once in the new room to the south, head left, then down again, then left again for a treasure chest with three Potions. Head right, down, right, and go down at the branch past a bridge of mucky water for a treasure chest with four Cryna Orbs. It's your choice if you want to go ahead and begin using these now, but it may be safer to wait since you generally can't spare the time right now to attempt extracting spells while enemies are wailing on you. Head back up to the branch and go right and up, then left. You'll probably have noticed by now that you just completed a big circle. So take that hallway back up to hit the original crossway. That iron bar door is still locked, so go ahead and go to your left. As you go, don't forget to take the quick path up over more mucky water for a treasure chest with two Antidotes. At your first branch, head up for a chest with two Flash Bombs, then go left. Head down, then left at the branch. At the next branch, the bridge heading up leads to a chest with four Potions. Grab that and then take the branch down. The next branch has a chest with two Phoenix Tails to the right, and a chest with an Ether south. Get both chests and then from the branch, head left, up, right, then down at this earlier branch. Keep going down at the next branch; heading right would take you back to the entrance to this section. Follow the path to its end to enter section 3 of the sewers. Section 3 is nothing but one long horizontal path that culminates in a PuPu and a bridge leading north. Make sure your HP is relatively high and go ahead and save your game here; trying to walk up that bridge results in a surprise attack by friendly Mr. Bio Yoma. _________________ | BOSS - Bio Yoma \_______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 40 | | MP: 66 | | Class: Demon | | Strong: Water | | Weak: Thunder | | Status: N/A | | Skills: Bio, Venom Claw, Water | | Extract: Bio | | Carries: 200 Gil, Hi-Potion | | Steal: N/A | | Blue Magic: N/A | | | | Strategy: The only difference between how Bio Yoma is now than before is that he has 4 HP less and 16 MP more. | | Otherwise, use roughly the same tactics. You obviously have more time here since there's no countdown | | clock over your head, so feel free to use Antidotes to keep his Poison attacks at bay. Now might also be a | | good time to use some of those four Cryna Orbs you picked up earlier if you want to go ahead and learn the | | Bio spell. | |_________________________________________________________________________________________________________________________| Once you've taken Bio Yoma out for good, take the ladder to the north out of the sewers and into the Residential section of Stars Bliss. _____ __________ 4.3 \__________________________________________________________________________________________________________/ ffen_4.3 =========================================================================================================================== Stars Bliss West =========================================================================================================================== Item: 100 Gil, Ether, Phoenix Tail --------------------------------------------------------------------------------------------------------------------------- Upon exiting the grate, Deren and Motor will have a quick conversation. This is where the Love Points system will begin to come into play; whenever you're given multiple choice answers to say during dialogue, making the better choice will increase your points towards the character involved. Whoever has the most points near the end of the game will appear in a special cutscene, with four possible cutscenes to choose from. Here, you'll need to express to Motor your gladness of her being around to add five points to her set. Alternately, joke around about smart chicks being hot during this dangerous situation to earn her ire and lose two points. Your next objective is to head to the Space Station to the north before Sho has enough time to get himself together and get you, but before you head up there, you may want to take the opportunity to check out the area. There's various NPC's roundabout, many of whom show despair over their current living/monetary situations, over Finel Capital not doing anything to help them, over the casino on the eastern side of the colony using too many resources, and over whether they can gather enough money to get the heck out of here. Turban Man's hanging out here as well, and will answer new questions for you now, about the casino in the east, the atmosphere generator that keeps the air in check, and asteroid colonies in general. There's multiple sections in the western side of Stars Bliss. The one you're currently in is the Residential section, with a Shopping Area to the north and a branching tunnel with metal gates between the two. The tunnel has a Relic shop that won't open till much later in the game. A path in the southeast corner of the Residential section leads to the Stars Bliss junkyard, though you can't go there just yet. A path in the northeast section of the Shopping Area leads to the Space Station. One house in the middle of the Residential section has a treasure chest with a Phoenix Tail. There's also a house built into the cliffside in the northwest with a chest in it; this one has an Ether. This specific chest is half-hidden; when standing as close to the bottom wall of any given area as possible, you'll notice that you can barely see your character. That's an entire tile of space the wall will hide, and quite often you'll find chests tucked away in there where you'll completely miss them if you're not thorough in scouting for them. There's another chest with 100 Gil in the branching tunnel leading to the Shopping Area. The arcade machine in the Weapon shop does not, and will never, work. Sorry. It would be a good idea to use your hard earned Gil to pick up some new weapons and armor, and to restock on items. Deren can get the Iron Sword now, and both Deren and Motor could use an Iron Armlet and Leather Shirt. Keep in mind, however, that you'll receive an Iron Sword in the very next section, so if you want to pay for it now or save that 300 Gil for something else is up to you. For safety reasons, it's usually good to cart around at least 10 Potions at any given time, though 20 or more would be better. If you need more Gil to purchase everything you want, feel free to head back into the sewers via the grate in the southwest of the Residential section. Just keep walking in circles near the PuPu close to the ladder, so that you have easy access back to the town and its inn if need-be. At this point, you should've leveled your stats up enough from Bio Yoma and the sewer critters earlier that Clippers and Flan don't do much more than 1 to 3 HP damage with any given attack. And Deren with the Iron Sword can generally take out one Clipper or Flan per attack, so you can easily hang out down there a while to build up plenty of money. While you're down there, using a Cryna Orb to pick up the Panacea spell from a Flan will come in handy, so you don't have to keep using up your Antidotes. Clippers just give up the Scan spell, so they're not worth the trouble. Once you're ready to go, head east from the Shopping Area to get to the Space Station. Inside, talk to the lady at the front counter... to find that the FC Soldiers are a step ahead of you and have already shut down available spaceflight out of this colony until further notice. Oops. With the sewers sure to be searched soon and the town about to be crawling with guards at any second, your only option is to hide in the junkyard. Head east from the Residential section; if you can't find the path leading out, look for the woman NPC who complains about the smell and head right from there. _____ __________ 4.4 \__________________________________________________________________________________________________________/ ffen_4.4 =========================================================================================================================== Stars Bliss Junkyard =========================================================================================================================== Enemy: Bite Bug (2/3), Furan Toad (1/2) Extract: Bio, Fire Item: Iron Sword --------------------------------------------------------------------------------------------------------------------------- In the junkyard, you'll encounter Bite Bugs and Furan Toads. Bite Bugs poison with almost every attack they do, but except for the fact that they'll evade attacks more often if you didn't buy that Iron Sword earlier, they're really not any more difficult than Clippers. If both Deren and Motor hit a Bite Bug, at this point, it should die in the one turn. Furan Toads cast Blind often, which can be mildly annoying, but they've only got 15 HP; two rounds oughta take care of them. They also have Fire, but only cast it when their health is 25% or lower. Bite Bugs give up Bio when hit with a Cryna Orb, which you should already have at this point, while Furan Toads give up Fire. Go ahead and extract the Fire spell now; it'll come in handy even this early. You have the option of using the Wisdom Orb now or waiting; a new party member will join you soon who's better at magic casting in general than either Deren or Motor are now. However, at the point where you're actually able to give a Wisdom Orb to the character, the next time you'll be able to get into battles is another area where you can pick up the Fire spell. So don't worry about the new character not being able to get access to the spell if you teach it to Deren or Motor now. In addition, though there's no minor enemies to be fought between this section and said area where you pick up Fire again next, there is a boss. Having Fire handy during that fight may help, but the battle is easily doable without it. It's up to you. In the junkyard, head all the way to the right while staying near the bottom to find a chest with 300 Gil. Go back left and head up at the crooked-looking branch. As you hit the top of the area, you'll see two treasure chests. The one on the left you can't get just yet. The one to your right has an Iron Sword. There's another branch to your right, one path leading down and one leading to the right, but attempting to go either way brings on a cutscene. The bottom branch just leads to the eastern section of Stars Bliss, while the right-hand branch leads to a treasure chest. Unfortunately, you're done with this section as of this cutscene, and can't get that chest at the moment, whether you like it or not. -=-=-=- Deren and Motor, safely tucked away in the upper-right corner of the junkyard near that oh-so tempting treasure chest, discuss the appearance of the FC Troops again, wondering why the Finel Quartet would send their soldiers to help a man they'd normally throw in prison, and why there's so much interest in this weapon prototype. Before they talk any further though, that golden pod from the game's intro crashes through the environmental seal of the junkyard, knocking Motor unconscious, and causing the air to rush out into space too fast for Deren to get to safety. As he tries to check and see if Motor is okay, the pod shatters, revealing an unconscious young girl with furry ears and a tail. Deren collapses after that, and an FC Soldier rushes up, quickly understanding what the commotion was caused by. Deren, Motor, and the mysterious girl are all taken into custody. -=-=-=- A flashback at this point shows a blond man named Kiro calling for two other people named Xugen and Acaden, who are having trouble keeping up with him. Xugen is Kiro's brother, and has longer blond hair, while Acaden is the brunet man with shorter hair. Kiro is apparently wanting to become a great hero, slaying monsters, despite being of royal lineage. He's convinced he can follow his dreams until the time comes when he has no choice but to lay them aside. Running off to train more, his brother and friend are forced to keep up, at their feet's disapproval. _____ __________ 4.5 \__________________________________________________________________________________________________________/ ffen_4.5 =========================================================================================================================== Stars Bliss Sewers Redux =========================================================================================================================== Enemy: Clipper (1/2), Flan (2/3) Extract: Scan, Panacea Item: Echo Screen x2, Elixir, Leather Shirt --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Deren wakes up to find himself behind bars, in a jail cell with a PuPu. This is actually back in the sewers, in the section past the original locked iron bars in the first run. Save your game, and attempt to talk to the guard through the door. The guard informs you that Motor is in the cell a few feet up, and where the girl was taken isn't your concern. The two get into an insult slinging match, but before it can go on very long, Motor tricks the lock of her cell door, strolls out, and pimpslaps the guard into a wall. She explains to Deren that the reason she was knocked out was because that pod was emitting some type of magical force that shorted her sensors; being away from that energy for a short period of time was all she needed to reboot. After talking it over, they decide to go rescue the girl, feeling that a ten year old wouldn't be safe in the hands of Sho, or the FC Soldiers as they seem to be acting now. Now you're free to explore the northern section of the sewers. Your objective is a pothole that will lead you to the eastern side of Stars Bliss. In addition, you're now dressed in the outfit of the guard Motor knocked out, so none of the guards walking around the jail cells will bother you. In fact, feel free to talk to them, though most won't have anything to say. You will, however, still get into normal random battles. At this point though, if you did rack up cash to purchase the new items and armor earlier, you should have also raised your stats enough to be able to slice through Clippers and Flan like a hot knife through butter. In addition, escaping the sewers the first time triggered the tendency of the enemies down here to start fleeing from you on a regular basis. Head left from your starting cell to reach the main section of this area. Continue left to the branch, head down, then left, then up, and take a left at the branch. At the next branch, which is only a few steps away, head down, then left, then down out of the area. This leads you to the iron bar doors in the original sewer crossway, though they're still locked, and a treasure chest with an Elixir. Head back up. Back in the previous screen, go up, then right, then up past the branch. Head up at the nearby branch at the top. Follow the path to a ladder which leads back to the junkyard, to the treasure chest in the top-left corner we couldn't get before. Grab the Leather Shirt from it and drop back down the grate into the sewers again. Follow the path back to the previous branch and head right. Go down, then right. Continue right at the branch, and then head up. In this new branch, go left, then up to a treasure chest with two Echo Screens. Head right, then down, then right at the branch into the next section. Follow this path to its end, where a ladder will take you out of the sewers. _____ __________ 4.6 \__________________________________________________________________________________________________________/ ffen_4.6 =========================================================================================================================== Stars Bliss East =========================================================================================================================== Join: ???? Boss: Adjo, Gudo Extract: Silence Item: Phoenix Tail --------------------------------------------------------------------------------------------------------------------------- Welcome to the eastern side of Stars Bliss. In this area is the Six Star Casino, a hotel, a TV station, and two guards blocking the entrances to the junkyard and the Space Station. The casino is our final destination, so chat with everyone else first if you plan to; you won't be coming back to Stars Bliss for some time. Another man in a turban (but not Turban Man) is selling some Potions; if you're low, stock up, cause there's a boss coming up. In fact, that's a very good reason why you need to drop into the Hotel and use the PuPu to save. Feel free to sleep too if it's necessary; despite being next door to a posh casino, the hotel here costs the usual 50 Gil. Once you're ready to say goodbye to Stars Bliss, enter the casino. You can't enter the door on the left; you'll have to come back quite a bit later if you want to play the casino games. Try and enter the door on the right, and watch the two guards prove themselves blatant examples of stupidity. Once they're gone, you'll automatically ride the elevator up to Sho's office. You'll need to re-equip your items here (Deren only; Motor's stays equipped). In this room there's a treasure chest with a Phoenix Tail, as well as another PuPu if you want a closer save point to the boss. A warning though: you can't leave this room once you've entered, so you're stuck until you beat the boss if you save here. Once you're ready, enter the upper door. Deren tries to lie to Sho to get the girl and weapon back, but his tactic doesn't work, and he and Motor are forced to reveal their identities. The girl picks this time to wake up, and though Deren tells her to stay behind him so he can protect her, she's essentially a member of your party now. Just in time for the boss fight, and helpful because she comes with the Cure spell in her starting lineup. She also comes with the Precious Locket relic equipped, which has a 5% chance of bringing her back with full HP if she's ever KO'd. ____________________ | BOSS - Adjo & Gudo \____________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 36/40 | | MP: 70/50 | | Class: Beast | | Strong: Fire | | Weak: N/A | | Status: Poison | | Skills: Panacea, Silence, Spinning Axe | | Extract: Silence | | Carries: 300 Gil, Antidote, Echo Screen | | Steal: N/A | | Blue Magic: N/A | | | | Strategy: For the record, Gudo is the pink one, and Adjo is the yellow. Adjo's stats show if you Scan at the start, | | but he won't actually appear in the fight until you've dealt around 10 HP damage to Gudo. The two aren't | | very difficult; generally the hardest part of the battle is just making sure the new girl doesn't die, | | since she only has 25 to 30 HP at the moment, and the standard attack by Gudo before Adjo jumps in usually | | deals around 10 HP damage. Gudo will alternate between attacking with his axe or casting Silence, which | | really only affects the new girl's abilities, so you'll be mostly relying on Deren and Motor's physical | | attacks. Adjo doesn't do anything but attack. If you leveled up earlier, you might not even want to bother | | unsilencing the girl if she gets hit, unless you feel like racking up damage on both creatures with her | | Cave In. On the other hand, her Cure spell is great for healing without wasting Potions that cost 50 Gil | | each, so keeping her unsilenced is up to you. Both creatures are especially susceptible to Poison given by | | the Bio spell, though Adjo will occasionally cure that with Panacea. Feel free to grab that Silence spell | | from them with a Cryna Orb; you'll only be able to extract successfully once, despite there being two | | enemies. | |_________________________________________________________________________________________________________________________| Amusingly, you can learn the girl's name much earlier than you're supposed to if you Cure enough during the battle to drain all her MP. Her max MP will more than likely increase immediately after the battle, and like any stat increase, her name appears quite plainly. Since you're not supposed to find that out through the plot just yet though, we'll ignore that for now. With the battle over, Deren jumps over the desk, knocks out Sho, and takes the prototype back. Assure the girl that she can trust you for a three point boost to her Love Points, or tell her to get over here for a cry of surprise and a five point drop instead. You'll now be able to control Deren again. You can use the PuPu again to save real quick, and now might be a good time to use any Wisdom Orbs you have sitting in your inventory on the girl, to amp up her magic abilities right away. The door to the right of Sho leads to his personal escape pod room, with three space pods conveniently ready to go. Activate the computer in the corner to start the process. -=-=-=- In the escape pod room, while Motor's busy tinkering away at the computer, Deren asks the girl for her name, and quickly learns that she has complete amnesia, although she talks well enough for a ten year old that he guesses she had to have been well-educated, wherever she came from. He promises her that they'll help her find her home. Meanwhile, Motor informs the duo that the escape pods don't have enough fuel to travel very far. The farthest they can go is a nearby space colony named Ally Luna, so Motor programs that as the pods' destination, and clears her data trail behind her so the FC Soldiers can't track them down. The three then hop in the pods and take off, right before Sho stumbles into the room too late. The FC Troopers manage to narrow down possible destinations though, so they then decide to leave Stars Bliss, without Sho's permission or approval, claiming they have no further need of his assistance. Sho is outraged, but there's not much he can do about it. _____ __________ 4.7 \__________________________________________________________________________________________________________/ ffen_4.7 =========================================================================================================================== Ally Luna =========================================================================================================================== Item: 200 Gil, Fire Gem, Star Pendant --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Upon arriving at Ally Luna, Deren skips past some bad memories the place drags up (such as Sho leaving him for dead) to see if the girl remembers anything about the area. Apparently Ally Luna looks even weirder than Stars Bliss, and she doesn't recognize a single thing. Deren assumes she's not recognizing the technology in particular, and gathers that means she's from the planet Coyas, which is mostly technology-free. They decide to head there, especially since most other nearby space colonies, including Arleah, would probably be too dangerous to travel to at the moment. During the conversation, the girl notices that her locket has the name Lisbeth imprinted on it. The trio decide to call her by that name from here on out. Talk to the man at the counter and he informs you that the next space flight out won't be for a bit, and to wait over at Cafe Luna, the colony's premiere eatery. This space colony serves mainly as a small pit stop for people traveling through Hell's Dome, so besides the cafe, there's not much to be seen here. Turban Man hangs out right outside the Space Station and will answer your questions on Ally Luna's past, FC Troopers as an organization, and the recent upsurgence of space pod travel. There's a PuPu in the top right corner of the colony, and a treasure chest in the bottom-right containing 200 Gil. Inside the cafe, you get bumped into by a guy that's attempting to mug you. Feel free to laugh at his ineptitude, as well as the fact that you swiped a Fire Gem from him without him noticing. After he leaves, an announcement over the cafe's intercom explains that boarding for the next spaceship out will start in five minutes. Don't worry about trying to rush to your flight; the game doesn't actually display a clock here, so you have plenty of time to talk to everyone in the cafe before you go. This is especially a good idea because Deren and Motor already have tickets for Coyas, but Lisbeth doesn't. The man with the green bag in the upper-right corner of the cafe is nice enough to trade you the Fire Gem you got from the thief for a ticket. Speaking of that man, here's where the game's Barter system comes into play. Any time you see someone with a green bag, you can talk to them and a new menu will pop up. Here, you can trade 32 specific items you've picked up for better ones. Most of what's available are weapons, armor, and Wisdom Orbs that you'll find, purchase, or extract later in the game, but there are several unique things you can pick up too, and with some work, you can get several of those weapons and armor before you're supposed to via trading. See section 7.0 for a chart on what you can trade. With your third ticket in hand, head back to the Space Station and talk to the man behind the counter to set sail for the town of Darum on the southern continent of the planet Coyas. Inside the spaceship, head to the room directly south and hit up the treasure chest tucked away against the bottom wall for a Star Pendant. Feel free to equip that to Deren or Motor. Lisbeth already comes with her aforementioned Precious Locket equipped to boost her Mag stat, though you might want to trade out the Cotton Shirt she has on for the Leather Shirt you picked up in the Stars Bliss Junkyard. You'll have to wait to replace her Bronze Bangle, but Darum has plenty of shops, and you won't fight any enemies between now and then. Back in the main room of the spaceship, talk to everybody once, but make sure Lisbeth is the last person you talk to. Then, talk to everybody again, but this time Motor needs to be the last person you chat with. The man and woman will say different things after you've talked to Lisbeth, and one of each of their two comments will be about how odd it is that she has furry ears and a tail. Talking with Motor the second time initiates a cutscene ending conversation. -=-=-=- Deren and Motor discuss finding Doctor Chad in the city of Corret on Coyas. This was the man that brought Deren back to health four years ago after he washed up at Corret's shores with a split head, and that's the reason Deren himself doesn't remember anything that occurred prior to that point. They also decide it might be a good idea to disguise Lisbeth's aforementioned body parts in case the FC has spies on Coyas. One hop into the southern room later, and Lisbeth is now dressed like a mechanic. Tell Lisbeth she looks great for a four point increase to her Love Points. Alternately, you can tell her she should ask a girl's opinion to prompt her to chat up Motor (revealing the first actual display of possible emotions from the robot) for a three point increase. Telling her she looks "regular" results in a one point drop. -=-=-=- Meanwhile, in the government complex of the Finel Capital asteroid colony, one of the four members of the Finel Quartet, Heran, announces to an applauding audience that the Quartet is essentially dissolving and that he alone is now President of all Finel. Assumedly, he's the man that killed the two soldiers in the intro for their failure, and the fact that the other three members of the Quartet are calmly sitting there with no input bodes ill. At the end of his speech, an FC Trooper walks up to speak to him for an unknown reason... _____ __________ 4.8 \__________________________________________________________________________________________________________/ ffen_4.8 =========================================================================================================================== Darum =========================================================================================================================== Item: Blue Marble, Iron Armlet, Posh Wallet x10, Red Marble, Yellow Marble --------------------------------------------------------------------------------------------------------------------------- -=-=-=- You arrive in Darum in the middle of the night. Lisbeth says the natural environment looks familiar, but doesn't recognize the area. Motor suggests you find an inn. There's a PuPu in this section of town. To the east is a pub, but seeing as how it's past midnight, the place is obviously closed. North a screen is the Town Hall, but a note on the door explains that the mayor, Kidora, is currently away from the place at the moment. The small path to the right of the Hall leads to a treasure chest with an Iron Armlet. North from the Town Hall is the main area of the town, full of houses and shops, but besides the Inn, they're all locked for the night. Unfortunately, the Inn is all out of available rooms. Down at the Town Hall, Kidora is now back, assuming you physically talked to the lady in the Inn, so drop in and ask her to let you stay for the evening. -=-=-=- At first Kidora refuses to let you stay, but upon realizing that Motor is an android, she lets you sleep there if you let her tinker with the bot. She won't actually do anything to Motor though; she just wants to look at her circuitry. She also explains that she's the creator of the traintracks littered around the town, but she wasn't able to finish building tracks across the continent because space looters keep stealing from the town and forcing them to waste Gil in repairs. An NPC you can talk to later suggests it's the Su Karu Hunters from Kortira who are behind this, though Kidora doesn't make specific mention of that. -=-=-=- Flashback time again. Kiro meets Acaden in the same grassy area as last time. Acaden reveals his secret to Kiro, namely that he has two furry ears and a tail, in addition to longer hair. Seems like Lisbeth isn't the only member of her race around. Come morning, Kidora thanks you for letting her look at Motor, which revitalized her love for building. In return, she'll now build special Key Items for Motor that will give her new Machinery skills once the item is in your Inventory. So come back often to purchase equipment for Motor from her. Outside, the trio will see an FC Captain and Soldier chatting at the entrance to this section. So now that it's obvious you have the enemy on your tail, you'll need to leave ASAP. The town is now fully open for business though, so feel free to talk to everyone in the northern section and do some shopping first. Walk right back into the Town Hall and talk to Kidora to go ahead and get the 1000 Gil Gatling Gun for Motor if you like; the skill this provides is useful at dealing damage to all enemies. A girl in the bottom-left house of the north section of town can't find her three marbles, and asks you to hunt them down. As soon as you leave the house, there will be a rock below you that wasn't there when you entered. Walk up to it and hit the Action button to search and find a Blue Marble. The bucket in the top-right corner of the Inn has the Yellow Marble, and a pile of white rocks in the bottom-right corner of Kidora's living room floor that wasn't there when you left a minute ago hides the Red Marble. Give all three to the girl for ten Posh Wallets, your first Trade Item. There's no trade person in Darum though, but it doesn't matter since the cheapest thing you can trade Posh Wallets for takes fourteen of them. The girl then informs you that she had a fourth marble she lost, but it's near the Space Port (actually it's near the Pub), and that area is currently on lock thanks to the FC group, so you'll have to come back later for that. The house next-door to the girl's has a treasure chest with 500 gil below the top bed. Once you settle down for some shopping, keep in mind that you should have a Bronze Bangle and Cotton Shirt you can sell, and you may have an Iron Sword you can get rid of too depending on what you did prior to the Stars Bliss Junkyard run. You probably won't need to stock up on any items besides a Potion or two. The weapon and armor shops have enough new stuff to replace everything you currently have equipped, but you likely don't have enough money for any of it at this point, minus one or two items. If you want to upgrade now, you'll need to go to the nearby Mian Forest (which is your next destination anyway), fight some monsters for Gil, and come back to heal up and upgrade. In the interests of keeping your attack strength as high as possible, this is a good idea. For Deren, skip the Mythril Saber and pick up the Wing Edge, which has better stats and teaches the Rough Dive skill once the sword is in your inventory. Lisbeth can gain a small Mag boost with the Silver Bell weapon. Keep in mind that there are enemies strong against Thunder in the next section, so the Wire Gun for Motor may do you less good than you wish. It would probably be safer to get the Spring Trigger for now. You can purchase the Wire Gun when you get the chance later if you want, but by the time it's a good opportunity to do so, you'll probably already be near better shops. As for armor, this is the point where you'll start having to make choices along how you're going to distribute your party's stats. Generally, robes will increase Vit and Mag, while clothes increase Vit and Spd. Armor suits increase Vit and Str, but will decrease Spd in the process. All characters can wear any of the three types of armor, so you need to decide what to boost and what to sacrifice for each person. Obviously at this point, though, you'll want to give Lisbeth robes. As you try to leave the town, you get stopped by an Obeskan monk who's trying to preach his religion to you. An NPC in the town notes that the Obeskan religion was pretty quiet for centuries but has gotten more noticeable in the last few years, even spreading to this area. Watch Deren amusingly take a page out of Squall's book and then head east to leave Darum. _____ __________ 4.9 \__________________________________________________________________________________________________________/ ffen_4.9 =========================================================================================================================== Coyas =========================================================================================================================== Item: 500 Gil, Ether --------------------------------------------------------------------------------------------------------------------------- Out in the world map, you'll get a quick tutorial about traveling around. There's five basic things to remember. #1: There are no enemy battles on the world map itself. Like the Chrono games (which makes sense since the world maps use the Chrono Trigger graphical style), you find enemies inside specific areas of the world, while the overall map is enemy free. #2: You can find treasures occasionally by turning to face either edge of the section of road you're on. The walkthrough will tell you where to find these though. #3: Hitting the Action button brings up the PuPu menu. You can save anytime on the world map. #4: When you've completed certain enemy filled sections, attempting to enter them on the map from there on out gives you the added option of crossing the area without actually entering it. #5: The screensized ocean animation is happily scrolling away on a background sprite layer, so it just LOOKS like the continent you're standing on is floating in mid-air. From where you start next to Darum, walk six tiles to your right and face up to find 500 Gil. Taking the path all the way up leads to Mian Forest, but before you enter, take the right branch. From the start of that path, walk sixteen tiles right and face down to find an Ether. At the end of the path, you'll find an Abandoned Dock. The place isn't quite abandoned; there's just nobody here at the moment, as the bucket full of freshly caught fish near the dock proves. Inside the house is a treasure chest with twenty White Powders, but the door is locked. Knock on it or dash into it as much as you want; it's not opening. We'll be back later though. Hit the world map again and enter Mian Forest. _____ __________ 4.10 \__________________________________________________________________________________________________________/ ffen_4.10 =========================================================================================================================== Mian Forest =========================================================================================================================== Join: Ibis Enemy: Bomb (1/2), Dingo (1/2), Funguar (1/2), Ochu (1), Piranha (1/2/3) Boss: Canikabol Extract: Fire, Thunder, Blizzard, Cure, Water, Might Item: 1000 Gil, Dainsev Cait Sith, Echo Screen x4, Elixir, Ether x2, Flash Bomb x2, Hi-Potion, Megaphone, Mega Potion, Potion x4, White Powder x4 --------------------------------------------------------------------------------------------------------------------------- There's a PuPu very shortly into the forest, so save outside the forest or inside (or both), your choice. You'll be fighting Bombs, Dingos, Funguars, and Ochu here. Keep in mind that Lisbeth's Hell Ivy skill is baseless, so if you want to save MP, you can have her continuously use that. Funguars can poison your party with Bio and hurt you quickly with Blizzard, but they're weak to Fire, so you can rack up damage in a jiffy if you already gave that Fire Wisdom from Stars Bliss to someone. In fact, assuming you gave Fire to Lisbeth, with Deren attacking and Motor using Gatling Gun on one Funguar and Lisbeth casting Fire against the other, you may be able to take out any given duo of Funguars before they can ever land a hit on you. Dingos are a bit tougher. Their Thunder spell does about the same amount of damage Blizzard does to you, but they're weak to Water, a spell you don't have (yet). In addition, if you got the Wire Gun instead of the Spring Trigger from the shops in Darum, Motor will do practically no damage to Dingos with her normal attack. So either have her use the Gatling Gun skill, or equip the Spring Trigger if you picked it up. If you've played a Final Fantasy game before, you should know what to expect from Bombs. They tend to alternate between dropping on you or casting Fire. They occasionally use Self Destruct, a skill which makes them suicide in order to give your whole party damage. They may do it randomly if their health is below 50%, and they'll do it immediately if their health is below 25%. Bombs are horribly weak to Ice, so if you have Blizzard, you can take them out super fast. Ochu hang out here too, though you'll encounter them much less often than the other three. They have 50 HP, but they don't do much besides attacking for around 5 to 10 HP damage, and casting the occasional Silence or Sleep. On rare occasions, they'll whip out the nasty Ochu Dance, which gives your entire party Sleep and Darkness simultaneously. Stay calm; just wait for your characters to get attacked, then have them heal when necessary and use Eye Drops to clear the Darkness. Use Fire to hurt Ochu for mass damage. Cryna Orbs will net you Fire from Bombs, Thunder from Dingos, Blizzard from Funguars, and Cure from Ochu. Blizzard you can use right away on the Bombs, and Thunder will come in handy soon, so go ahead and extract them both now. Unless you want another Fire Wisdom for the other two members of your party, ignore the Bombs. Cure may come in handy if you want more than one party member to have the spell, in case Lisbeth runs out of MP. At the start of the forest, follow the path and head up at the branch. In the next area, grab the treasure chest to the right for a Hi-Potion. A few more steps up the path, you'll see a small break in the trees. Follow the hidden path to the right for another chest with four White Powders. Continue to take the path up to leave the forest entirely. Back on the world map, go two tiles north and face right to pick up an Elixir, and then continue north to enter Tazuu Falls. There's actually little to nothing here right now. There's a cave behind the waterfall, but you won't be able to enter it for some time. The only thing to do is walk around on the bridge and get into a fight with Piranhas. They're not difficult, especially if you did get Motor's Wire Gun, since they're weak to Thunder. In addition, you can go ahead and extract Water from them with a Cryna Orb, which will help with the Dingos back in the forest. Do that, then leave the area and head back into Mian Forest. At the original crossway where the PuPu was at, walk a few steps to the left of the PuPu where the brown path drops down to the forest line. That's actually an invisible path; head down as far as you can go and then right to a treasure chest with two Ethers. Go back to the PuPu, save your game, and take the path to the right to enter the next section. As you head right, you'll see a treasure chest behind the forest barrier. To get to it, head up, right at the branch, and when you see the brown path touch the forest line below it, head down the invisible path. Go down as far as you can, then right, then down, then left to the chest. Inside is a Megaphone, a relic that prevents Mute. Equip it to whoever doesn't have a relic equipped at the moment, and head back up to the where the invisible path started. This long horizontal path you're currently on has three vertical branches. The far right branch leads to a lone treasure chest with 1000 Gil. The left and middle branches both lead to the next section of the forest, although the middle branch has two treasure chests along the way. Simply travel up until you see the brown path touch either side of the forest line; invisible paths on both sides lead to treasure chests with four Potions and four Echo Screens. Take either branch up to the next area. If you took the left branch, follow the path to the top. From the middle branch, keep going up, heading left whenever possible. Eventually you'll hit a spot where you'll see a treasure chest to your left with a Mega Potion, and a man near the center. Talk to the man and he'll tell you the story of the Cat King, a being who helped balance the power in this area by driving off dark wolves. The man is convinced at least part of the story is true, and knows the area holds a shrine to the Cat King, but can't remember where it is. At any rate, he explains to you his profession of finding strong monsters to add to his collection, and leaves. You'll see him again later. From where the man was, head right. Where the brown path touches the forest line to the right is another invisible path. In the path, go right, then down, then right, then up to reach the secret shrine the man was referring to. Read the inscription about the Cat King to refill your HP and MP. From the invisible path's entrance, head down and then right at the branch. There's a PuPu here, and a boss around the corner, so save your game. Follow the path east to the next area. As you walk into the next screen, you'll see the guy who tried to mug you back on Ally Luna facing a wolf monster named Canikabol. Guess the Cat King legend wasn't too far off after all. You'll need to re-equip Deren again, though not Motor or Lisbeth. Turns out the thief is actually a Su Karu Hunter from Kortira named Ibis, but before you can talk further, the boss attacks. __________________ | BOSS - Canikabol \______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 140 | | MP: 230 | | Class: Beast | | Strong: Shadow | | Weak: Light | | Status: N/A | | Skills: Carnivore, Might, Multi Silence | | Extract: Might | | Carries: 600 Gil, Mute Mask | | Steal: Mage Masher | | Blue Magic: N/A | | | | Strategy: His Carnivore attack hits for less damage than his normal one, but he has the annoying habit of casting | | Multi Silence, which prevents the entire party from casting magic spells. He'll also cast Might on himself | | every four turns. His strength and weakness aren't of spells you currently have (and you won't get them | | for some time either), so Lisbeth can just fire off any attack spell you choose. Just keep an eye on your | | health, use Echo Screens to cure Silence when necessary, and wail away. Ibis, who is now a member of your | | party, comes with the Steal skill; use it on the boss to pick up a Mage Masher. You can also extract the | | Might spell from him with a Cryna Orb; be sure to pick it up, because it'll be a long, long time before | | you can get it from any normal enemies. It shouldn't take too long to defeat him. | |_________________________________________________________________________________________________________________________| -=-=-=- After finishing off the boss, Ibis explains who he is, where he's from (though Deren still just considers him a petty thief), and why he's traveling Coyas. Specifically, he's looking for his partner and mentor, Reju, who left to go on a mission a few weeks ago and hasn't been seen since. Ibis has been traveling all across Hell's Dome looking for him. Coyas is the last place he needs to search, and since you're already here and exploring yourself, he informs you he wants to join you, to Motor and Lisbeth's approval and Deren's frustration. Tell Ibis that it's okay to join your team to add three Love Points to his score; alternately, tell him no to subtract three, though he'll join regardless thanks to a timely pouty-faced plea to Deren by Lisbeth. Follow the path north towards the forest exit. Before you can leave though, a white orb appears on the road and tells you he's impressed that you, a mortal, defeated his rival. He then joins you. In fact, it's Cait Sith, who is actually the Cat King from the legend, proving that the story wasn't just hogwash after all. This is your first Dainsev, which is essentially this game's version of summons. Dainsevs are equippable like weapons, armor, and relics, and generally drop one or two specific stats. In the process, they give you that summon in your skill list. Cait Sith drops your Spd stat by five in order to give you a summon that Confuses all enemies, so equip him to whomever you don't mind slowing down a bit in battle, and leave the forest. As a quick note, Ibis' Steal skill is very useful for getting rare items. For bosses and harder enemies, this is generally weapons, armor, and the like. For minor enemies, you'll usually steal one of the items they normally drop, but stealing will always be successful sooner or later, so it's much more efficient than fighting multiple battles and hoping the enemies you kill will drop the item you want. Keep that in mind when you're hunting down Trade Items for bartering. Now that you're back on the world map, if you turn around and try to enter the forest, you'll notice point #4 from 4.9 in action; instead of entering the forest, you can cross it entirely, and a few seconds later you'll be back on the Darum side of the forest with no fuss. There's no need to do this at the moment though. Ibis can use some better armor, but the place we're heading to next has better quality shops than Darum. So back on the side of Mian Forest you exited, walk two tiles up and face left to find two Flash Bombs. Walk up to Kogagu Cave and enter. _____ __________ 4.11 \__________________________________________________________________________________________________________/ ffen_4.11 =========================================================================================================================== Kogagu Cave =========================================================================================================================== Enemy: Carve Spider (2), Cave Imp (1), FC Soldier x5, Goblin (1/2), Seeker Bat (2/3) Boss: Kogagu Extract: Stona, Bio, N/A, Silence, Scan, Protect Item: Dainsev Siren, Elixir, Ether, Feather Suit, Hi-Potion, Shrill Bell, Soft x2, Venom Knife --------------------------------------------------------------------------------------------------------------------------- You start inside the cave at the center of a four way crossroad, though for the record, you actually entered from the bottom branch. The top branch leads out of the cave, while both the left and right branches lead to dead ends. A man informs you that the top branch has actually been closed by the FC Troops. They're certainly fast, but Ibis lets you know that all isn't lost. A switch at the end of the right branch supposedly opens up a path at the end of the left branch, leading to the second floor's old ruins that the Obeska Religion used at one time. According to Ibis, you can exit the cave that way. Before doing that though, take the bottom branch. Before you hit the exit back towards Mian Forest, you'll see a gift shop, with all the various shops contained in this one room, including an inn and a Trade woman. Turban Man is also here, and will answer questions on why the Darum space station was built, how Mian Forest lost its secretive status, and the way Kogagu Cave got its name. The inn is a little more pricey than normal at 100 Gil, but make sure you rest anyway, since those Obeskan ruins are full of monsters. Deren, Motor, and Ibis have a new weapon each, and Lisbeth has two. There's one enemy ahead that's strong against Ice, which will make Deren's new Ice Brand useless, but the rest of the party can generally take that enemy out quickly enough that you shouldn't hesitate to purchase and equip the new sword. Which Bell you choose for Lisbeth is up to you; both give her an extra increase in Mag. The Fairy Bell has a Sleep Tip while the Shrill Bell increases her Str. If you're not using her for physical attacks, neither really matters. There's also plenty of armor to buy. The item shop carries Softs here; you'll need some in case Carve Spiders manage to Petrify you in the ruins. And of course, you're free to try and trade away any specific items you have. You probably don't have many at this point, but if you didn't get a chance to extract some of the base spells like Fire, Thunder, and the like, trading is a good way to pick them up. Once again, as a general note, if you're low on cash for all the upgrades you want, just enter the second floor of the cave and start fighting, but stay near the exit back to the enemy-free first floor. This way you can safely build up both your stats and your cash before you actually tackle the bulk of the ruins. With that out of the way, take the right path to its end to find a lone sharp rock. Use the Action button to look at it, and you'll find the button Ibis was talking about. Pressing the button creates a door on a wall at the end of the left path, so head that way. Inside the door, you'll find two treasure chests that you can't get yet thanks to spikes blocking the way, and a ladder leading up to the second floor of the cave. Luckily there's a PuPu right at the start of Floor 2 for your peace of mind. In the second floor ruins, you'll be fighting Carve Spiders, Cave Imps, Goblins, and Seeker Bats. Carve Spiders are weak to Water and generally are easy to kill, unless they get a chance to Petrify you. Cave Imps are somewhat more difficult than the usual fare of enemy, mainly because they have 60 HP to begin with, but they still won't take long to down. One of the Cave Imp's more annoying tactics is to cast Multi Water on you, which will hit everyone with Water at the same time. They're strong against Ice and Water, so have Lisbeth stick to Fire and Thunder spells, and everybody else simply needs to attack constantly. If you bought the Ice Brand for Deren, have him use his skills instead. Goblins will occasionally cast Silence, and rarely cast Protect which can make taking them out a little more difficult, but their general attacks don't do much damage, so just wail away. Lisbeth can use any spell she wants against Goblins since they don't have a particular weakness, though her Cave In skill may be useful here since it's baseless. Seeker Bats are weak to Ice, making Deren's new Ice Brand sword and Lisbeth's Blizzard spell handy, but with only 18 HP, they tend to go out pretty quickly anyway, so just take them out with physical attacks and don't bother with anything else. They occasionally cast Blind, so keep some Eye Drops handy. Cryna Orbs give you Bio from the Cave Imps, Silence from the Goblins, and Scan from the Seeker Bats, spells you already have. So don't bother extracting anything from them unless you need extras. Carve Spiders will give up Stona, which is a very useful spell to have when the lot of them are going around the ruins flinging Petrify at you, so definitely extract that. It will help keep your Soft inventory from running low at the least. It's also a good idea to extract Stona twice from different groups of Carve Spiders if you get the chance; having multiple people with the spell is a safe bet. From the PuPu, head up, then right. A large center area of this section of the floor has four branching pathways. One leads to the northwest, one to the northeast, one straight south, and one to the southeast. In addition, the northeast branch itself branches off into a straight north path and the original northeast route. For ease of reference, the five paths will be referred to as N, NW, NE, S, and SE. On the wall between the three northern paths, you probably see the button. Push it to lower the spikes in the SE path, and follow that route. In the following room are two treasure chests that are currently inaccessible and another button. Push the button and head back to the center area. Take the NW path past the now lowered spikes to a room with another blocked chest and another button. Push it and return to the center area. Quickly dart into the SE path again to open one of the now unbarred chests and get a Venom Knife. Back in the center, take the now open NE path to a room with another blocked chest and button. Push the button and head for the center again. Head back to the entry point and drop down the ladder; both those original chests are now open, and give you a Hi-Potion and an Ether. Back in the center area above, the N path is now open. Beyond that door is a chest with two Softs and a PuPu. Heal up and save your game. Take the path up, and where it branches right, keep going up to hit the button before you continue. With this button pressed in, all the chests in the NW, NE, and SE rooms are now accessible, giving you a Shrill Bell, an Elixir, and a Feather Suit respectively. Back in the N path, head east from the button; when you try to pass the Obeskan shrine, the old golem Kogagu will appear and attack. _______________ | BOSS - Kogagu \_________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 250 | | MP: 320 | | Class: Shell | | Strong: Fire, Thunder | | Weak: Ice, Water | | Status: N/A | | Skills: Aspell, Geo Cracker, Petrify, Protect | | Extract: Protect | | Carries: 800 Gil, Clear Stone | | Steal: Linen Cuirass | | Blue Magic: N/A | | | | Strategy: Keep an eye on your party's HP during this battle, because his attacks all do about 20 HP damage each, | | including the Geo Cracker which hits everybody. You don't have much else to worry about besides that, so | | wail away. He's weak to Ice and Water, so have Lisbeth use those type spells. He'll occasionally cast | | Protect on himself; if he does, try to concentrate more on magic, since Protect doesn't up magic defense | | like it does physical. Aspell he'll only use when his MP drops below 25%, which usually takes longer than | | you'll generally be in the battle for. The Linen Cuirass you can steal from him isn't much to write home | | about (though feel free to steal it anyway so you can turn around and sell it), but you can extract | | Protect from him with a Cryna Orb. | |_________________________________________________________________________________________________________________________| Once you defeat him, you're free to wander around the cave as you wish without him stopping you. The right side of this room has a door to the north; do NOT go through that door just yet. Instead, take the path to the bottom-right where another button is, press it, and return all the way to the center area in the previous room, saving at the PuPu as you pass him. The spikes barring the S path are finally clear; take that path down to find little ol' Dainsev Siren, floating by herself and waiting for you to pick her up. Siren drops your Mag by five in order to give you a summon that hits all enemies with Sleep, so don't attach her to anybody that relies heavily on spellcasting, like Lisbeth. That's pretty much it for Kogagu Cave. If you didn't do your shopping before, you may want to do it now so that you don't have to come back after the fact. It might also be a good idea to hit the first floor inn. Once you're ready to go, take that door to the north after where you fought Kogagu. Save on your way. Outside the door, instead of a nice path leading down the mountain, you encounter a sheer cliff. Looks like Ibis' memories weren't so clear. At any rate, before your party can attempt to climb down, FC Soldiers storm you. You'll have to fight two of them, and then another three. They're a little more difficult than they were back in Sho's Office. Their stats have been bumped up to match yours, and they now have Thunder in addition to the Blind they originally carried, but it doesn't take too much effort to take them out. -=-=-=- After defeating five of them, the FC Captain runs up and swipes the prototype from Deren, and the party realizes that they're not likely to win this one. Following that thought, they attempt to escape by taking a literal leap of faith off the cliff. The FC Troops decide to just declare them dead and leave, since there's no way they could've survived that drop. -=-=-=- Another flashback shows Kiro inside a castle in the armory, depressed that his dream to become a famous warrior and his duty as a member of the royal family are crashing together the way they are. It seems his kingdom has been at war for some time now, and his father and Acaden were both killed. Now he's going to fight to avenge them, but before he can leave the room, his brother runs in. Xugen tries to convince Kiro not to go, explaining that their father never wanted him to fight in the first place, but Kiro's mind is set and he leaves. _____ __________ 4.12 \__________________________________________________________________________________________________________/ ffen_4.12 =========================================================================================================================== Leena's House =========================================================================================================================== Item: 1000 Gil, Gysahl Greens x6, Mega Phoenix, White Marble --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Naturally, because the soldiers doubted their survival, your entire party makes it through the fall okay, by falling on top of a huge pile of Gysahl Greens. Deren wakes up during the night with aches and pains to see Ibis in the bed across the way in an unfamiliar house, in a similar condition. Motor is fine, and is talking to the lady, Leena, who owns the house. Lisbeth, who landed on Deren instead of the greens, wasn't hurt by the fall at all and is outside playing with Leena's chocobo, Sheyla. The chocobo found the group in the pile of greens near the mountains and dragged them all back to the house, where Leena put them in spare beds. Since Leena is such a nice lady, Deren doesn't bother to burden her with the truth of how they fell off the mountain in the first place. After chatting with Leena, they decide to go back to sleep. Come morning, the party gathers outside the house and decides it's time to head on towards Corret via Ventry Heights. Motor gives you a gift from Leena before you go, two Gysahl Greens, which will be useful once you reach the Heights. The treasure chest near the bottom of the screen to the right of the log has more Gysahl Greens. Take the east path to leave her house and get back to the world map. Note that you can come back here anytime and use her house as an Inn by speaking to her twice and paying 150 Gil. On the world map, three tiles up from her house, face left to get three more Gysahl Greens. At the break in the road going up or right, go right four tiles and face down for 1000 Gil. Heading up at the branch leads to Ventry Heights, but on the tile before you enter, you can actually move left or right off the road, although there's no items to pick up here. Before you actually enter Ventry Heights, there's a few things you can do. The path leading right and down from the Heights entrance goes back into Kogagu Cave, and now you can go straight down through the original first floor top branch since the FC Soldiers are gone. In fact, they've left Coyas entirely, so you can go back to the Darum spaceport and pub now. Now that Kogagu's gone, Kidora has a new Sun Flash machinery item for Motor; it costs 3000 Gil, and can often be useful at making enemies lose their turns. In the pub's area of town, look in the mine cart on the tracks for the little girl's White Marble. Give it to her to receive a Mega Phoenix. Over in the Abandoned Dock, the bucket has been emptied of its fish, but there's still no sign of life. On to Ventry Heights. You can enter the area on the world map by touching the entry point from the bottom on the dirt roadway as usual, but it's also possible to enter by touching that same spot on its left or right side if you stray off the road. Either way, enter the Heights. _____ __________ 4.13 \__________________________________________________________________________________________________________/ ffen_4.13 =========================================================================================================================== Ventry Heights =========================================================================================================================== Enemy: Gargoyle/Dark Sickle (1), Grim Ochu (1), Hornet (2/3), Lobo (1/2), Tengu (1) Boss: Stray Soul Extract: Sleep, Raise, Panacea, Ice Shell, Slow, Blizzara Item: Ether, Fish Scale x10, Gysahl Greens, Headband, Hi-Potion, Potion x5, Last Elixir, Mythril Bangle, Turbo Ether, X-Potion --------------------------------------------------------------------------------------------------------------------------- Upon entering the area, Ibis suggests you ride a chocobo, and Deren jives at his apparent laziness of not wanting to get into any battles. The advice is valid though; except the requisite boss at the end of the Heights, and the optional treasure chests you may want to pick up along the way, you can ride a chocobo through the entire section and avoid all random battles. Note that you can still ride a chocobo and get the treasure chests; just hop off the chocobo when you get to a section where the chest is at, go get it, then hop back on and continue. You can, however, talk to people while on a chocobo just fine. Also note that there's a lot of new stuff to purchase once you reach Corret, so if you have the fortitude for it, try going through this entire section without a chocobo so you can fill your wallet. The game gives you a quick tutorial for riding chocobos as well. There are three fences at each of the three exits from the Heights; whichever spot you enter from has a chocobo in that fence, and the other two are empty unless you walk there without ever riding a chocobo. Walk up to the center of the fence facing a chocobo and hit Action to feed him one batch of Gysahl Greens; the fence will then open. Walk up to the chocobo and hit Action to hop on. If you don't have any Gysahl Greens, you can't ride, although most of the chocobo fences have people next to them selling the bare essentials of items, including Greens for 150 Gil each, and now Flash Bombs for 250. Note that you can't take a chocobo out of the area; you'll have to jump off your ride before you leave, and if you come back you'll have to feed one again to regain a ride. When you're not currently onboard a chocobo, you may go up against Gargoyles, Grim Ochu, Hornets, Lobo, or Tengu. A Gargoyle will come with a Dark Sickle as its weapon, but the Sickle itself is a separate enemy. The Sickle can only do one attack, in which its thrown at your entire party for minor damage. The Gargoyle himself will either cast Sleep, guard, or just do a normal attack. You can kill the Sickle to stop the multi attack, but the Sickle dies automatically when the Gargoyle does, so it's more efficient to just concentrate on offing the Gargoyle. He has 62 HP, but he's weak to Ice, so taking him out shouldn't take long. Grim Ochu are as annoying as Ochu were in Mian Forest. They have 100 HP and will take a bit of time to kill. They've dropped Sleep in order to pick up Berserk. Berserk isn't too tough to deal with (you can cure it with Gysahl Greens); what's difficult about them is their old Ochu Dance, which affects everyone with Silence and Darkness. If you have Echo Screens and Eye Drops, use them often. Hornets are quite simple; they're identical to the Bite Bugs from Stars Bliss Junkyard but with 12 more HP. They're weak to Thunder, but you can generally take them out quickly enough with physical attacks that there's no point in wasting MP. Lobo aren't too tough; they're basically Ice-themed versions of the Dingos from Mian Forest. They have Blizzard and Blizzara both; Blizzara can do damage in a hurry. But as Ice is their specialty, they're obviously weak to Fire spells, and one Fire spell can often take off 40 to 50 of a Lobo's HP in one hit; they've only got 48, so that's usually enough to take one out right there. Fighting Tengu is straightforward enough; they use Drain sometimes, but it generally doesn't steal much HP away. Occasionally they'll use Mind Blast, which deals 40 or so damage to one character and causes Distract, making them lose their turn, but this is rare. Your major concern with fighting these guys is Slow and Stop, which they'll use often to slow down or halt members of your party. Stick with normal attacks; Lisbeth can use any elemental spell she wants. If you try and steal from a Tengu, you'll just get an Iron Armlet, but they sometimes drop the tradeable Sands of Time at the end of a battle along with their Gil. Keep that in mind if you want to try and collect some of the Time spells, like Haste, a little early. Using Cryna Orbs, you can extract Sleep from Gargoyles, Raise from Grim Ochu, Panacea from Hornets, Ice Shell from Lobo, and Slow from Tengu. Raise is a vital spell; make sure you fight at least one Grim Ochu on your way through here so that you can get it right away; preferably two so that more than one person will have the spell. Slow and its two Time-based friends are always handy to have, so go ahead and pick that up while you're here. The Shell spells increase your defense to that element and can be quite useful right now (the boss of this section is fond of tossing Ice spells your way), though they'll be even more useful later in the game. Sleep isn't always useful for minor enemies since you can take most of them out quickly enough; get it if you want. Panacea is obviously unnecessary to extract at this point unless you're looking for extras. From the start where the conversation with Ibis occurred, walk straight up the steps to get into the Heights proper. There's a PuPu right at the start, and to your right you can see an old man who sells items and a chocobo fence. Take him to ride if you wish, and continue north. A short ways ahead you'll see a woman NPC and Turban Man, who will answer questions on how Ventry Heights formed, how chocobos came to use it as a nesting ground, and the nearby Imil Gulf. There's an obvious treasure chest in the grass to the right; walk straight off the brown path touching the grass to get it. Generally all secret paths in the area will look like that: brown path ending at the grass and being surrounded by it, almost as if the path were a peninsula and the grass is the surrounding ocean. Anyways, open the chest for a Hi-Potion. Not so obvious is a secret path on the left behind that dark green rock; stand on the brown tile next to the grass behind it and move left into the grass, then keep moving left and up until you reach the chest, which contains an Ether. Continue north. On the next screen, a few steps up where the stone path breaks into multiple parts, there's a C shape in the grass to the left. A solitary piece of brown path is on the same horizontal level of tiles. If you walk left into the grass here, you'll enter a secret area that bridges the eastern and western sides of the Heights. In this area is a PuPu, a treasure chest with a Last Elixir, and a girl who's annoyed that she's no longer the only one who knows about this secret path. Back in the previous area, a short ways up are two more invisible roads through the grass, one on the left and another on the right. Take the one on the right and go right, down, right, up, left, and up for a chest with a Headband. The left invisible path takes you into a new area; continue left, then down, then left again for a chest with a Turbo Ether. Further north along the original route, the path branches, up and to the left, or right. Going right takes you to a screen with nothing but a wishing well. Section 10.1 goes into more detail on the well, but the basics of it is that you toss 10 Gil into the well repeatedly, and if you've got 5000 Gil to waste, you can pick up two Potions, three Ethers, a Calm of Storm, a Safety Bit, and a Spd Boost. The Safety Bit, a relic which prevents Death spells from working on the person it's equipped on, isn't too useful at the moment, since none of the enemies in this area or nearby ever cast Death. But unlike some of the rest of those items, it's completely worth spending that much cash for. Especially since you can't buy it for some time, and when you do, it costs 1380 Gil more than you need to toss into the well to get it here. So if you don't get it now but realize later on you need one, come back here for it before you run to a store. There's also a set of chocobo footprints on the ground below the well; these are spots that special chocobos can use to leap or fly to new areas and ledges. You don't have a chocobo capable of doing that right now, so ignore it. The path leading up and left passes another footprint with a treasure chest on a high ledge. Ignore that too and head left to a new section. In this section, just follow the path left, passing an old lady and a PuPu on your way. Heal up and save at that PuPu; there's a boss coming up. After the PuPu, an invisible path on the bottom of the road will take you down, left, and back up to a chest with a Mythril Bangle. Continue left to the next section. In this section, you have two choices. Taking the path up leads to the boss and takes you out of Ventry Heights, heading for the next area. Going left and down leads you through the rest of Ventry Heights towards Imil Gulf. You can't cross Imil Gulf right now (there's nothing there but an old man who hints at chocobo usage, and an obvious set of chocobo footprints), but this section of Ventry Heights leading to it has more treasures. Skip the next paragraph if you intend on fighting the boss and coming back to this side later. In the next section heading towards Imil Gulf, as you travel south, you'll see a backwards C cut-shape in the grass; that's the entrance to the other side of the secret path. A few steps south of that is another obvious invisible path; go right and down for a chest with some Gysahl Greens. Just south of that is another woman selling items, a chocobo fence, a PuPu, and the exit to this area of Ventry Heights. Go ahead and leave the area, passing another chocobo footprint leading to a currently unreachable treasure chest on the way. On the world map, go down to the branch in the path, then step left one tile and face down to pick up ten Fish Scales. Go back to Ventry Heights, stock up on items and save at the PuPu. You probably don't even need to bother riding a chocobo back to the intersection leading up to the boss since the western half of Ventry Heights is such a short route, unless you want to make sure your HP stays high before you get there. Head up at the intersection and hop into the quick invisible path to the left to grab five Potions. Continue north to the next area. In this new section, walk up and ditch your chocobo at the crowd. Blocking the path and attracting the attention of random NPC's is a ghost named Stray Soul, which quickly attacks you. ___________________ | BOSS - Stray Soul \_____________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 360 | | MP: 600 | | Class: Zombie | | Strong: Ice, Shadow | | Weak: Fire, Light | | Status: Slow, Vit Break | | Skills: Blizzara, Haste, Multi Blizzard | | Extract: Blizzara | | Carries: 1250 Gil, Arctic Wind | | Steal: Ice Brand | | Blue Magic: N/A | | | | Strategy: Stray Soul is quite dangerous. It has Haste, which gives it the speed edge; Multi Blizzard, which hits | | everybody for about 20 HP damage; and Blizzara, which can hit for up to 50. Heal anybody that drops below | | 30 HP or so, and keep attacking constantly. Alternately, if you can't seem to keep everybody alive, let | | one or two people die and concentrate on keeping the remaining ones, your better attackers if possible, | | alive. There's also Ice Shell, which you may have picked up from Lobos as you went, which will halve any | | damage you're receiving from the boss, making the battle a good bit easier. The creature is weak to Fire | | and Light spells; you don't have Holy (and it'll be a long time before you get it), so stick to Fire | | casting with Lisbeth. Speaking of magic, you can get Blizzara from the boss with a Cryna Orb, which will | | be useful very soon, so try to get it now. | |_________________________________________________________________________________________________________________________| After beating the monster, Ibis convinces your group to drop in on the town of Ress to the northeast before heading to Corret in the northwest, to check and see if Reju is there. Heal up now if you're low; you don't want to get attacked by a random enemy while you're hurting. Save at the PuPu just ahead, and leave the Heights. You may want to take the time to run back to Darum or Kogagu Cave to catch a quick nap at an inn and stock up on items; you're going to fight a boss in Ress, although you won't encounter any enemies besides that. If you head back to Darum, you'll notice that the Obeskan Monk has left the town. Hmm. Once you're ready, head to the world map from the top exit of Ventry Heights. You can now cross Ventry Heights much like you did Mian Forest. Do not attempt to choose the cross option from the menu when you're touching the entry point for the Heights from off the dirt path though, or you'll get yourself stuck off the landscape. Only try to cross when you're standing in front of the Ventry Heights entry or exit points while specifically on the road. From the top Heights exit, walk up to the branch in the path. Go right six tiles and face up for an X-Potion. Continue right to reach the town of Ress. _____ __________ 4.14 \__________________________________________________________________________________________________________/ ffen_4.14 =========================================================================================================================== Ress =========================================================================================================================== Boss: Android Extract: Thundara Item: 500 Gil, Cryna Orb x5, Dream Dust x5, Leco Weed x5, Turbo Ether, White Powder x20 --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Upon entering the town, your party is surprised to see that not only is Reju not immediately visible, but no-one is. The residents have mostly seemed to vanish, and your group has no idea why, since Ress is supposed to be a steady farming town with plenty of people. Time to find out where they all disappeared to. The area full of dead crops to the south of the town has a treasure chest with five Dream Dusts in plain view. A treasure chest with a Turbo Ether is in the house on the bottom right, below one of the grain sacks. Also in that house are a man and his son who both gush over how much they've enjoyed church recently. A woman in the house to the left says much the same thing, and explains further that their church is Obeskan related. Uh-oh. The two houses up top are both locked. There are two paths leading out of town: one to the north and another to the southeast. The southeast path leads to a graveyard with several (recently dug!) graves. The northern path leads to the church; go inside. Here's where everybody's at; there's a service going on right now. Most of the crowd seems to be sitting there with blank expressions, except for the girl in the bottom-right corner. Try and talk to her and she'll excuse herself and leave the church, with you wondering where she's heading. Follow her out. Back in the main section of town, the girl is now contemplating a cut down tree stump at the bottom of the cropfield. Talk to her to hear her quickly despair over what seems to have been her favorite tree, and watch her run off again. This time she's in the graveyard, standing in front of one of the graves on the far right. Talking to her again nets you more despairing words, and she rushes back off into the main section of town. Back there, the fence next to one of the locked houses is open. Walk in the fence, follow the path to the side of the house, and hop through the hole in the wall to enter. Save at the PuPu, and go to the dirty floor in the bedroom to jump out a hole on the other side of the house. Follow the path to the second house; another hole grants you access here. -=-=-=- Inside the second house, you'll find the girl questioning a man, asking where her family, the Tugamas, have vanished to, as this was their house. The man searches for data, proving that he's actually an android, much to Deren's surprise. He then reveals that her family is all dead. The girl, named Ellana, isn't sure what to believe, but she begins to believe that this android knows far too much about her family and this town, and intends on taking him to Necelia for judgment by King Goman. The android apparently considers this a bad idea and knocks her unconscious with an electric attack, and then attacks your party, since they happen to be standing right there. ________________ | BOSS - Android \________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 400 | | MP: 600 | | Class: N/A | | Strong: Thunder | | Weak: Water | | Status: Mag Break, Str Break | | Skills: Dispel Thunder, Multi Thunder, Thundara | | Extract: Thundara | | Carries: 1500 Gil, Nimbus Core | | Steal: Wire Gun | | Blue Magic: N/A | | | | Strategy: The android has 400 HP and can be a little difficult, as his Thunder based skills come equipped with the | | party-hitting Multi Thunder (about 20 HP damage), Thundara (40 to 50), and Dispel Thunder (which makes | | your party more vulnerable to his other two attacks). That's the bulk of his repertoire though. As an | | electric-based creature, he's obviously weak to Water, so Lisbeth can hurt him pretty badly. Just keep | | hacking away and he should go down quickly enough. Be sure to use a Cryna Orb before you finish him off so | | that you can pick up Thundara. | |_________________________________________________________________________________________________________________________| -=-=-=- With the android dead, Deren checks to make sure Ellana's okay. She wakes up none the worse for wear, and reveals that she's been away in Yoih training at the Wahnu Temple for eight years per family tradition, allowing her to escape the events here, but at the cost of losing her family and friends. She had just returned to Ress today and was shocked by what she encountered, much as your party was. Deren asks Ibis what the Obeskans have to do with all this, but Ibis tells him that it's weird that they're involved, figuring the religion has been around hundreds of years and has never done anything bad besides being generally dull. Ellana assumes the android is the cause, and from there makes the jump that Motor is an enemy too and almost attacks before Lisbeth is able to explain the situation. After understanding what's up with your party, Ellana still doesn't trust Motor and tells the droid to keep her distance. Ellana plans to travel back in the direction of Necelia and Yoih to report the situation in Ress to King Goman, since he'll be able to send soldiers to get the town functional and protect it from further intervention. Following this, she says her goodbyes to your party and leaves. You'll see her soon though; to get to Necelia in the northern continent, she has to cross the mid ocean from the port in Corret, which is where you're heading next anyway. With all that out of the way, you're done with Ress for the time being; it's obvious Reju isn't here. Grab five Leco Weeds from the treasure chest in the room, and leave the town entirely. -=-=-=- Off in Finel Capital, we see an FC Captain explaining Deren and Lisbeth's death to President Heran. Heran gets angry at the guard for screwing up the operation; he needed to trade Lisbeth to the Obeskans for a filled Cryna of some type. The soldier eats laser beam from a hidden cannon in the right-hand wall as a result of his failure. Dr. Fesha, assumedly a mad scientist type woman, walks in and chides the President for his attitude, and then reminds him that since their next operation is in Necelia, they can just drop by the Astral Tower nearby and steal their Cryna instead. Heran tries to compliment the doctor, but she sees through his attempt and warns him not to try that laser beam on her or Finel Asteroid would explode. He curses her behind her back as she leaves. After she's gone, he chuckles and admits that he's really running the show, regardless of what she thinks. Following that, two friends of his, Coral and Reef, drop into the room. The scene fades out as Coral asks for details on their next op. Before you head for Corret, drop back in the Abandoned Dock. There's still nobody around, but the house is now open, so you can pick up twenty White Powders from the chest inside. There's also a boat sitting on the floor with a bunch of holes that need to be patched before it's watertight again. Back at Ress, head left to the split in the road; down goes back to Ventry Heights and left goes to Corret. From the split, walk left two tiles and face down for 500 Gil. At the next bend in the road, walk up four tiles and face right for five Cryna Orbs. Continue following the path north to the town of Corret. -=-=-=- Before you can enter, you're hit with another flashback. Doctor Chad stands in an area of Corret, watching the ocean, wondering what type of doctor he is that he couldn't even save his last patient, a 23 year old woman with her whole life ahead of her. Interrupting his thoughts is a body that floats up to shore. Seeing that this one is still alive, and determined not to lose another patient, Doctor Chad hightails it back to his office with the body in tow. _____ __________ 4.15 \__________________________________________________________________________________________________________/ ffen_4.15 =========================================================================================================================== Corret =========================================================================================================================== Join: Ellana Item: Clear Stone x2, Dainsev Shiva, Mega Potion --------------------------------------------------------------------------------------------------------------------------- In the starting section of Corret, Ibis splits from your party. Doctor Chad was your last stop, but Ibis needs to head for the northern continent to continue searching for Reju. He says goodbye to Lisbeth and Motor, and trades one last barb with Deren, before heading off. Now that you can walk around, your destination is Chad's office at the farthest north section of town, but there's plenty of stuff to be done first. The path to the right from the entrance leads to the shore from the last flashback, but there's nothing there, so continue north. Past the bridge over the lake is the main section of town. The line of houses at the top host, from the left, two apartments, an Inn, an item shop, an armor shop, and a weapons shop. The first apartment has a lady who feels like going to the Pub instead of cooking, and a Mega Potion in a chest upstairs. The second apartment has a girl skipping school, and a chest in her room with two Clear Stones. The path to the left leads to a flower store (that you can't buy anything from), and not much else. Ibis wanders around this area like an NPC, and talks to you like an NPC in fact, before he amusingly remembers that he's not an NPC. The road heading down in the southwest corner leads to another house with a woman who misses her husband Mason, and a KiraSen doll in her daughter's room. A thief outside the house wants to sell you something for 5000 Gil, but has the gall to not tell you what it is. He's definitely right about you liking it though; if you pay up, he gives you the Shiva Dainsev before heading back to Kortira. Getting it now would be a good idea; like the Blizzara you picked up from the Stray Ghost earlier, this summon will come in handy shortly. However, it's optional, and you'll need to keep 2000 Gil at least to be able to leave Corret and continue on. Shiva comes with a -5 Str drop, but you'll want as many people with ice attacks as possible for the next section, so give the Dainsev to someone who doesn't already have Blizzard or Blizzara in their skill list. The path to the right leads to an area with people complaining about Ress not holding up its end of the "we fish, you grow crops" bargain. Apparently they don't realize what just went down over there. There's also a Pub in this section, and inside is where you buy tickets for the S.S. Murrell which sails you to the northern continent. Ellana waits in here. The road heading down in the southeast corner leads to a new type of shop that sells Relics. The road leading straight up from the center of town takes you to the far north of the area. There's a Trader in the bottom-left corner. The house on the right is actually the Town Hall, while the left house is Doctor Chad's office, so head inside. Chad is in the left room upstairs. -=-=-=- Chad expresses delight at seeing Deren again and asks him what brings him back to Corret, since last he heard, the young man was off hunting bounties across the solar system. Deren explains the problem and asks Chad if he can help Lisbeth gain her memory back, revealing her non-human features in the process. Chad uses a device he owns to check her, and realizes that her amnesia is a mystical problem and not a physical one, so there's nothing he can do. He suggests you travel to the Necelian region in the northern continent; the Astral Tower nearby can handle problems like this. Back in the Pub, Ellana thanks the man behind the counter for selling her a ticket, and you can chat with her to reconfirm her destination. Ibis runs in and reminds you that he's heading for the north too, and as a result, Ibis rejoins your party, and Ellana joins as well, since it makes sense for the five of you to travel together until you reach Necelia. Set Party will now appear in the PuPu menu to let you change your character lineup. If you want to use equipment of a character you're removing from your party for someone else, you'll need to unequip them before you switch them out. Plot-forced party switches automatically unequip the people getting dropped. As for Ellana, she works well as a magic caster, and her Blue Magic ability lets her learn special magic attacks when enemies use them on any member of your party while she's in your lineup. Ellana must be alive to learn the spell though; she must also be under your full control, so if she's Berserked, Confused, Petrified, Stopped, Asleep, or Distracted, she won't learn anything. The next thing you need to do is talk to the man behind the counter at the bar, buy the only type of ticket he currently sells, which is an unlimited boat pass for 2000 Gil, and then exit through the right-hand door and talk to the sailor at the end of the pier to leave Corret and sail north. However, before you do that, it would be a great idea to hit up all the shops mentioned earlier. There's plenty of new weapons and armor for everybody, and feel free to look into those relics if you'd like. In addition, the item shop here sells Hi-Potions, so you'll definitely want to pick a few of those up. It's okay to not bother buying armor for whichever is the fifth person you leave out of your current party, but go ahead and purchase a better weapon for them now; you'll need it later. As usual, you probably won't have the money for all this; your options are to either fight in Ventry Heights for cash or go to the next section and then come back. Fighting in Ventry Heights would probably be the more efficient choice. As far as weapons go, for both Deren and Motor, the best weapons available out of their two, specifically the Rune Master and the Assault Gun, make the most sense to purchase, especially since the Rune Master gives Deren a new skill. Of Lisbeth's four new weapons, two give +15 Mag while the other two give +20, so grab one of the +20 ones, either the Sparkling Bell or the Mist Bell. All four of the bells each give her physical attacks with the power of each of the base elements, but this obviously doesn't make a difference if you're not physically attacking with her. Ibis' only new weapon, the Slasher, gives a +10 boost to his Str, so definitely switch out the Razor Edge he should have equipped right now for this. Besides Str variations, the only differences between the two new bokkens available for Ellana are Stk abilities, but you're not going to be fighting many zombies in the next section, so go ahead and get the Battle Bamboo. For armor, Platinum Armlets for the entire group is obvious. No new armor suits, but there's some new robes and clothes. Out of the four new robe choices available, take Fire Robes for the next section. If you haven't guessed from the hints at ice attacks and fire guarding clothes, you're about to go into a pretty hot area next. As for clothes, pick up the next best thing, Mythril Coats. Alternately, you can get your entire party Fire Robes and skip the Coats for now if you want. Choice of relics is fairly open-ended. Buying Hypno Crowns for everyone may help with the hardest enemies in the next section though. Before you take off for the northern continent, you might also want to backtrack for Ellana's sake. She joins your party with all four base elemental spells, but you might want to avail yourself of some Cryna Orb usage to beef up her skill list. As a reminder, you can get Cure from Ochu in Mian Forest, Bio, Stona, Silence, and Scan from the Cave Imps, Carve Spiders, Goblins, and Seeker Bats in Kogagu Cave, and Sleep, Raise, Panacea, Ice Shell, and Slow from the Gargoyles, Grim Ochu, Hornets, Lobo, and Tengu in Ventry Heights. You can also pick up Goblin Punch from the Goblins and Mind Blast from the Tengu to add to her Blue Magic list. Once you're all set, talk to the sailor outside the right-hand entrance of the Pub, and you'll automatically head to the northern continent. _____ __________ 4.16 \__________________________________________________________________________________________________________/ ffen_4.16 =========================================================================================================================== Haragan Port =========================================================================================================================== Item: 4000 Gil, Hi-Potion x5 --------------------------------------------------------------------------------------------------------------------------- Once you arrive at the port, Deren asks Ibis for directions to Necelia. He explains that you'll have to cross the nearby Ebidar Desert, although you won't have to cross the entire thing. After the conversation, Deren claims he needs to re-equip again, but in the following equipment screen, he should already be set. Now you can walk around in the port. For the record, talking to the sailor at the bottom screen will send you back to the southern continent. In the top screen, a man to the left will sell you items, and there's also an inn for your convenience, though with the exit to the world map only a few steps up, there's no need for a PuPu here. To the right of the inn, walk up to the barrel on the left and push it forward with the Action button to reach a chest with 1500 Gil. That's it for this port, besides the NPC's who talk about the mysterious man who recently rescued a girl from a Chimera in the desert, and then vanished as soon as he was sure she was safe. On the world map, walk up six tiles and face left to find 2500 Gil. When the path makes a sharp right turn, go right four tiles and face up for five Hi-Potions. Enter Ebidar Desert. _____ __________ 4.17 \__________________________________________________________________________________________________________/ ffen_4.17 =========================================================================================================================== Ebidar Desert =========================================================================================================================== Enemy: Cactuar (2/3), Chimera (1), Grenade (1/2), Sand Gordon (1), Scorpion (2/3) Boss: Ifrit, Land Duo Extract: Haste, Cura, Fira, Protect, Fire Shell, N/A, Drain Item: 2500 Gil, Carbon Bangle, Dainsev Ifrit, Elixir, Ether, Fire Robe, Gauntlet, Hero Drink x4, Pin Ring, Purity Chalice, Remedy, Sonic Steel, Steam Rush, Vit Boost x2, X-Potion --------------------------------------------------------------------------------------------------------------------------- This first section is enemy-free, and just has three NPC's, a PuPu, a warning sign, and a vortex in the sand in the upper-right corner. The older gentleman near the vortex will answer your questions on the area, and so will the warning sign. But what they say in a nutshell is this: the first half of the desert is a trackless expanse of sand. Quite literally: walk aways in one direction and you'll find yourself strolling through familiar territory, having come back where you started from the opposite way. Sand pits, like the vortex in the corner, can be found everywhere. Sand pits that move will actually follow you if you get close, and if you get sucked in, you'll be spit out back in this starting area, so if you see one coming, get moving, unless you're trying to come back to the start on purpose. Sand pits that don't move, as one of the other two NPC's mention, lead to underground caves with treasure chests. To find your way through the desert, you need to follow the directions the signposts you'll see on the way point you to. While in the desert, you'll fight Cactuars, Chimeras, Grenades, Sand Gordons, and Scorpions. Cactuars are super annoying and super difficult; in fact, you may want to save yourself the trouble and Escape or use a Flash Bomb when you encounter this group. If you feel like slugging it out, keep in mind that they have Confuse and Stop in their repertoire, and with 200 MP, they'll be casting these all the time, though if you bought Hypno Crowns for everyone in Corret earlier, you'll be able to handle that a little easier. They have high Vit, so even though they only have 38 HP, your physical attacks at this point will only hit for 20 or less. In addition to that, they're strong against all elements, so even second-level Ra attack spells will only hit for 20 or so. Cactuars also use 100 Needles, a skill that hits the target with roughly 100 HP damage, and at this point, very few people in your party, if anybody, has that much HP, so expect an instant KO if they do it. They're immune to most bad status effects, with the exception of Sleep, Slow, and Stop, which only have a 40% chance of affecting them at any given time. On top of all this, sometimes if you're actually doing a good job and systematically taking them out, with a chance of winning, they'll yank out the Out to Lunch skill which makes you automatically escape the battle, whether you want to or not. Cactuars give up good stuff though; if you beat them, they may drop Sands of Time. You can extract Haste from them, which is one of the few spells that tends to stay useful the entire game. Ellana can also learn the 100 Needles skill for her Blue Magic list. And though this is pretty difficult to pull off successfully, Ibis can steal the Needle Tip from them, a bokken for Ellana that has the same +25 Str as the Battle Bamboo, but drops the Beast Stk in favor for the amusing Stone Tip. However, with the amount of pain Cactuars are capable of dishing out, it would probably be a better idea to come back to the desert and pick up all that stuff much later, when your stats are higher and you have better quality relics to prevent their antics with. Chimeras mainly use Thundara, which is odd since the creature is weak to Thunder. They also like using Aqua Lung, a sort of Multi Water attack, as well as Magma Blaster, a fire attack that hits one person for about 50 HP damage. They'll occasionally use Silence as well, though this is rare. Ellana can learn Aqua Lung for her Blue Magic list. One Chimera has 200 HP, but you'll only ever encounter one at a time, so just intersperse attacks and Thunder spells to take them out quickly. Grenades are more powerful versions of the Bombs from Mian Forest. They've got Multi Fire and Fira instead of normal Fire. They also have Dispel Fire, which, like the Ress android's Dispel Thunder, makes your entire party more vulnerable to Fire attacks whenever they use it. Grenades use Self Destruct at the same rate as Bombs; randomly when their health drops below 50%, and immediately when it drops below 25%. Assuming they don't take themselves out, just stick with standard Blizzard spells or normal attacks; they only have 90 HP so they go down quick enough. Sand Gordons can be a little difficult thanks to Multi Thunder and Petrify. They have Might and Protect as well, but don't use them that often. Attack steadily, and have the casters use Water spells to take them out quickly. If you get stoned, whip out Stona or Softs. Scorpions use Blind and Sleep occasionally, and they often use Fira, which can be a bit annoying, so get back at them by busting out Blizzard. Don't bother with Blizzara; that's a waste at this point when a Scorpion will usually die from one hit of Blizzard. Cryna Orbs will get you Haste from the Cactuars, Cura from the Chimeras, Fira from the Grenades, Protect from the Sand Gordons, and Fire Shell from the Scorpions. Fire Shell is very useful, whether you picked up Fire Robes or not. They're especially useful if you did, because wearing an elemental robe plus casting that element's Shell spell gives that specific person invulnerability to any attacks of that element. Keep that in mind as you traverse the desert. Cura and Fira you'll definitely want, as well as Haste if you can stand a Cactuar fight to get at it. Note that Haste is useful for everyone else, but Cactuars have very high Spd, so the spell won't help much there. Protect you should already have for one person; get it again only if you need an extra. Start your journey by hopping in the sand pit at the start. The signpost above you where you re-appear, which we'll refer to as sign #1, says the disk-porter is to your northeast. In fact, every sign you come across says the next sign is northeast, so if you're just trying to blaze through this section as quickly as possible, keep heading northeast. To play it safe though, when you see a sign, walk up to it before heading northeast again, just to make sure you're aligned perfectly for the next sign. At sign #2, go straight north to reach a rocky area and sand pit leading to a treasure chest with four Hero Drinks. Take the sand pit back to the surface, and then go straight south to get back to the sign before heading northeast again. Head straight north from sign #5 for a sand pit leading to a chest with two Vit Boosts. It's your choice who you want to use those on, but at this point, Lisbeth probably has the lowest Vit of anyone in your group, so she's a good option. Sign #6 has a PuPu nearby, and a still sand pit right beside it. You can hop in the sand pit to finish off this section, but there's three more treasure chests to get. From sign #6, walk east until you see a lone cactus. From the cactus, walk straight south and you'll see a rocky area on the left side of your screen. Take the sand pit there for Elixir. Go back to the cactus and walk east to a lone rock. Go south from there, passing another cactus and another rock, and you'll see another rocky area with a sand pit leading to a chest with a Steam Rush. Back on the surface, go east the distance of one sign (basically just one screen's worth of tiles), and then head south continuously for a sand pit leading to a chest with a Sonic Steel. That's it for all the chests in this half of the area. Slightly southeast of where you are now should be sign #4. If you're too hopelessly lost to see it though, just let a moving sand pit take you back to the start, and jet northeast to that final sand pit. In this new area, a nice enemy-free oasis, there's another PuPu immediately to your left, and the waters directly to your right will refill your HP and MP for free if you hit the Action button in front of them. So heal up and then save; there's a boss coming up. Turban Man is here and will answer questions on Ebidar Desert's impressive size, the construction at the oasis, and how the disk-porter works. Another man in a turban will sell you limited items: just Potions, Hi-Potions, and Phoenix Tails. Stock up if necessary. The path to the south leads to the second half of the desert, but the disk-porter is designed to skip that half, and you can't go down there until you've tried the disk-porter anyways. When you're ready to continue, walk up to the disk-porter and hit the Action button to enter it. Unfortunately, the disk-porter won't function properly if there's any interference from local monsters, and one such monster chooses just that moment to pop up. The Necelian soldiers who are tasked with keeping the the disk-porter trouble-free are pretty green as far as battles go and can't stop the guy, leaving you to take the creature out if you want to get where you're going. Lovely. _________________ | BOSS - Land Duo \_______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 300/400 | | MP: 800/700 | | Class: Crawler | | Strong: N/A | | Weak: N/A | | Status: Slow, Mag Break/Sleep, Slow, Str Break | | Skills: Drain, Gravity, Multi Blind, Multi Drain, Troubled Bite | | Extract: Drain | | Carries: 2500 Gil, Energy Crystal | | Steal: Earring | | Blue Magic: N/A | | | | Strategy: The Land Duo is a tough boss, but not impossible to handle. The worm on the left likes to cast Drain or | | Multi Drain occasionally, but Drain never tends to take away more than 10 or 20 HP per character anyways. | | The worm on the right enjoys casting Multi Blind, which can get irritating, as well as Gravity, which zaps | | a fourth of your entire party's current HP. Both worms will use the Troubled Bite skill, which hurts one | | character for minor damage, but also may cause Confuse and Darkness, which is when you'll be in trouble. | | Darkness is no big deal, but you don't have any items or spells that cure Confuse (unless Lisbeth has | | dangerously low health and you get really lucky), so the best you can do in this situation is keep your | | health up and wait for one of the bosses to attack the character or for the character to attack | | themselves, at which point the Confuse will be knocked out. Clearly the worm on the right is the more | | dangerous foe, so when you're not healing your HP or curing Darkness, have the entire party focus on him | | first. Neither worm is strong against or weak to anything in particular, so use elemental spells as you | | please. You can extract Drain from these guys, and Ibis can steal an Earring, which is a nice replacement | | for Lisbeth's Precious Locket if she's still wearing it. | |_________________________________________________________________________________________________________________________| With that done, heal up and save again. Now that you've taken the Land Duo out, you have two options. Option #1 is the disk-porter; use the Action button while facing it to teleport straight to one enemy-free end of the desert. Walk down the stairs and go east from there to leave the desert entirely. Option #2 is to take the southern path instead of the disk-porter, which will lead you to the second half of the desert. You'll fight the same types of enemies here. There are no sand pits here; instead, the area is essentially a giant maze. Telling you which ways to go to get the various treasures is extraneous and unnecessary though, thanks to the area's size. The easiest way to make sure you get every chest is simply to use "hand on the wall" trick. Choose a direction, clockwise or counterclockwise, and follow the outer wall of the area in that direction all the way. Pass the area's exit in the far east and keep going until you've made a complete circuit back to the entrance from the disk-porter oasis, and naturally open any chests you encounter on your way. You should pick up 500 Gil, a Carbon Bangle, an Ether, a Fire Robe, a Gauntlet, a Pin Ring, a Remedy, and an X-Potion as you go. If you'd like to wait to do this though, simply take the disk-porter out; the walkthrough will tell you later on when it's a good time to come back, with better stats in tow for easier battles. For the record though, the oasis entrance to the second half of the desert is a wonderful place to build up cash and stats. Just walk circles around the entrance and run back to the oasis to heal up and save when you're low on health. In a nearby section of the second half of the desert as that far eastern exit is a path leading north; there's a warning sign and a PuPu there. Follow the path to encounter the Dainsev Ifrit... but before you can get him, you have to fight and defeat him. Despite Cactuar troubles, you should be at a high enough level to do this now, so if you took the disk-porter out of the desert and didn't plan on getting the various treasures in the second half until later, come back into the desert anyways via the lower entrance on the Necelia side of the world map just to do this one fight. If you're coming in from that exit, walk west and head north when you can to meet a PuPu; save there in case you die during the trek. From the PuPu, head west to where the path branches north. Go north until you can't anymore, where a wall will block your progress. From there, head east just a few steps, and you can then go north again. Go north all the way until you see the PuPu and the warning sign. Heal up, save your game, and go north to the next screen where Ifrit awaits. ______________ | BOSS - Ifrit \__________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 1000 | | MP: 800 | | Class: Demon | | Strong: Fire | | Weak: Ice | | Status: N/A | | Skills: Dispel Fire, Fira, Multi Fire, Multi Fira | | Extract: N/A | | Carries: 2500 Gil, Dainsev Ifrit, Energy Crystal | | Steal: Flame Bell | | Blue Magic: N/A | | | | Strategy: Ifrit has Dispel Fire, Fira, Multi Fire, and Multi Fira in his skill list. The two Firas are dangerous, | | especially after he uses Dispel Fire, so cast Fire Shell on everyone. Attack-wise, this is the moment | | you've been waiting for; rock the Blizzards, Blizzaras, and Shivas like no tomorrow. With Blizzara hitting | | him for 100+ damage and normal attacks from the stronger characters generally taking off near that amount | | as well, it shouldn't more than a few rounds to defeat him. Ibis can steal a Flame Bell from him, which | | you can then turn around and pocket 450 Gil by selling. You can't extract anything from him, which sort | | makes sense as the only normal magic spell he uses is Fira, which you should have already gotten from the | | Grenades anyways. | |_________________________________________________________________________________________________________________________| Upon winning the battle, you'll receive Ifrit as a Dainsev for a reward, which drops a character's Vit by 5 in return for a hard-hitting fire attack. As a quick note, if you're planning on going to Necelia to see what's available for shopping and then coming back to round up money, you're going to need to do it the other way around; gather money now and then go to Necelia. Your party will split up when you reach the city, so it'll be a lot more dangerous to attempt building up money then. For the best weapons and armor, you'll need to walk into Necelia with about 20000 to 23000 Gil. On the plus side, you'll pick up 12000 Gil before you reach the shops in the city, and too, you have weapons and armor in your inventory you can sell for about 12500 altogether, things you're about to replace or things you picked up in the desert and don't need. On the minus side, you may want to consider having another 28000 handy for two optional things you can pick up in Necelia, including a new Dainsev. None of those money counts include what you'll need for restocking various items, or any relics you may be interested in. Once you're all done with the desert, head out to the world map. From the disk-station exit of the desert, walk until you hit the branch. The right path leads to the Astral Tower, while the path going down leads back into the second entrance of the desert and on to Necelia. Head down three tiles at the branch and face right to pick up four Purity Chalices. At the second branch at the bottom, head left four tiles and face up for 2000 Gil. Head for the Astral Tower. Before you enter the tower, make sure everyone in your party is alive and healthy. If Motor is in KO status, you'll get an automatic Game Over shortly after you enter. If Deren and Lisbeth are in KO status, you'll get an automatic Game Over after finishing up in Necelia. -=-=-=- At the base of the Astral Tower, Ibis and Ellana leave your party, since this is your stop and they're bound for Necelia. After they leave, your party tries to climb the tower, but Motor is knocked back by the magical energies, which apparently don't permit non-living beings to climb the tower. Deren doesn't want to leave Motor hanging, but Motor insists its okay, saying that it wouldn't take but a day or two for Deren and Lisbeth to take care of business and that she'll wait in Necelia for them. You now have control of Motor. You'll need to re-equip yourself. Since everybody was removed from your party except Motor, all their various weaponry, armor, relics, and Dainsevs should be sitting in your inventory doing nothing, so equip what you please. Leave the Astral Tower and head southeast to Necelia. _____ __________ 4.18 \__________________________________________________________________________________________________________/ ffen_4.18 =========================================================================================================================== Necelia =========================================================================================================================== Join: Fuban Enemy: FC Captain x4, FC Soldier x37 Boss: Bio Yomara Extract: N/A, N/A, Watara Item: 17000 Gil, Arctic Wind x4, Cannon Ball, Dainsev Harle, Deadly Waste x12, Elixir, Ether x2, Fairy Ring, Healing Water x4, Hi-Potion, Mega Potion, Turbo Ether, Water Curtain x4, X-Potion x2 --------------------------------------------------------------------------------------------------------------------------- Pass the steps into the city by and leave the screen from its east exit. Walk four tiles right and face down for 5000 Gil. Head back into Necelia, walk up the steps, and go through the upper entrance to enter the city proper. -=-=-=- Upon entering, Motor decides to just wait on the corner for Deren and Lisbeth, but an old lady scoffs at this and tells the robot to go have some fun. Motor doesn't understand the concept of fun, but does decide that checking the parameters of the city in case she may find something useful is logical, so off you go. The city section of Necelia is six screens large, three on top and three on bottom, with you starting in the bottom middle screen. In this screen are four houses. House #1, on the far left, has a lady that wonders if the people next-door to her forgot anything when they recently moved out. They sure did. To get it, go upstairs, and at the spot on the left where the wall on the bottom doesn't touch the bedroom wall above, hit the Action button to push a box two tiles left, clearing the way. A treasure chest up here gives you an X-Potion; get it and take the left exit downstairs. To get to the chest down here, push the box directly below the stairs down two tiles and left one. Stand to the right of that box, and then push the box below you down two. The box two tiles to your right needs to move right one tile. Stand below that same box and push it up one tile. Then move one tile to your right, and push the box below you down a tile. You should now have a clear path to the chest, which contains 5000 Gil. Back upstairs, push the box to the right out of your way to leave. House #2 contains four Arctic Winds in a chest upstairs. House #3 has a Turbo Ether in a chest hidden below the bed upstairs. House #4 has a chest with a Cannon Ball in plain sight upstairs. The bottom left screen of Necelia's city contains a 300 Gil Inn, and the locked door of the house we had to move all the boxes in. In the bottom right screen, there's a chest hidden below the barrels in the bottom right corner with four Healing Waters. The house on the left has a woman upstairs who gives you a Fairy Ring if you tell her that you didn't check her empty boxes, that you wouldn't have looked inside them if something were in them, and that you would've left them alone. If you give her those answers, she'll give you the Ring, whether you actually looked in her boxes or not. The house on the right in this screen is Sir Nido's Museum. Sir Nido is the gentleman you met way back in Mian Forest; he has a basement coliseum here designed for one-on-one battles against monsters from his collection. Over the course of the game, you can fight four different monsters, and will receive different prizes for beating each one. See section 10.2 for more information. You can fight a Sand Gordon down there right now, which isn't a difficult battle as long as you remember to equip the Pin Ring relic on Motor before you attempt the fight. For taking him out, you'll receive the Blade Blaster, a Machinery item for Motor. If you want to get all four prizes that are available by fighting in the Museum, it's vital that you take out the Sand Gordon now. The top left screen contains your standard shops. Weapon-wise, buy the Silver Slicer for Motor, the Tempest for Lisbeth, and the Bronze Pole for Ellana. Ellana actually has a more expensive weapon available called the Aqua Spike, but it has the same Str plus as the Bronze Pole, only adding Water Pow instead of Demon Stk, which won't really matter in the next area. Ibis has the Pelt Maker and the Blazed Edge available. Both are the same price and add the same Str amount; the first is Beast Stk while the second is Fire Pow. Like Ellana's Aqua Spike, whichever choice you make here doesn't matter in the next area. Deren has the Hunter's Blade available, but don't bother upgrading his weapon right now. Just like in Corret, make sure to buy weapons for everyone, including the person not in your main party. Armor-wise, no new wrist is available, but there's a Sage Robe, two new clothes, and the Plate Mail armor. Of the clothes, the Brigandine is the best choice. Again like in Corret, buying armor for only the four people in your party is okay, since forced party switches ahead will unequip, allowing you to let your whole multi-person group wear the same four sets of armor as you go. New relics include the Safety Bit, which you may already have one of, the Gauntlet, and the Earring. The item shop here sells Ethers and Remedies, finally. Definitely keep a couple of Remedies on hand in case whomever you give Esuna to in the next five minutes runs low on MP. In the top right screen is a large building, with a Trader outside. If you haven't taken advantage of the Barter system yet, now might be a good time; you have four Hero Drinks (item #09) that can get you another Might Wisdom, you just picked up four Arctic Winds (#14) that can give another character Blizzara, and those four Purity Chalices (#04) you got before entering the city will net you the incredibly useful Esuna spell. There's a chest in the bottom right corner of the screen with an Ether. The building is Necelia's Auction House, where King Goman tends to allow some of his treasures to be auctioned off. See section 10.3 for more info. Most of what gets auctioned off at the moment is weapons, armor, and relics you don't need. Out of what's available, the Wizard Sword is worth looking into for 6000 to 7000 Gil. By the time you can finally use it for Deren, there will be more powerful swords already available, but it teaches the Magic Shock skill. You can pick up the Dainsev Harle in the Auction House for between 19000 and 21000 Gil; she'll drop your Vit by 10 in exchange for a summon that refills HP based on how much Gil you have. Silver Armlets can't be bought yet, but when they can, they sell for anywhere from 100 to 1500 Gil less than what they go for at the Auction House, so ignore them; if you already have Haste, you won't be lacking in speed. The top middle screen contains two guards, a painter who doesn't pay his rent on time but who's good enough that Queen Piloma constantly buys his artwork, and the entrance to Necelia Castle. Ellana is talking to the guard at the top; walking up to them lets you listen to the tail end of their conversation. Afterwards, the guard mentions to Motor that he thinks she looks a little blue and needs some excitement. He suggests checking out Sir Nido's Museum. If Motor's stats are low, go sleep at the Inn, and then walk to the Museum. If you haven't fought the Sand Gordon down there yet, don't do it now. Instead, save at the PuPu in the basement, and leave the building. Back outside, you'll see an FC Soldier rushing north one screen. Surprised at him being here (though you shouldn't be surprised if you recall Heran's last conversation with Fesha), Motor decides to follow. The soldier isn't visible, and Motor thinks he went in the Auction House. Upon entering, he's not there. When you walk outside, Ibis rushes up followed by two soldiers. He rejoins your group; equip him with the weapons and armor you just bought, and then fight the soldiers. This third incarnation of the FC Soldier is simple enough; the only difference between now and last time is that they have 82 HP, 76 MP, and cast Thundara instead of Thunder, as well as their good old Blind. If you picked up Motor's Blade Blaster skill from Sir Nido's Museum, you may be able kill two soldiers in as little as two rounds, even if they cast Blind, and occasionally the Blade Blaster will cause an instant KO to the targeted enemy as well. After defeating these two, Motor and Ibis catch up on things, and realize the oddity of this entire situation. If the FC Troops were after anyone, it would be Deren and Lisbeth, not Motor, so why they've invaded Necelia instead of the Astral Tower is a mystery. The two decide to go track down Ellana in the castle area since she may have an idea. The following chunk of gameplay involves you exploring the castle. Both inside the various sections of the castle and outside in the six sections of city, you can fight up to 37 FC Soldiers and four FC Captains. Of the 41, you can avoid fighting all but the two you just defeated and another five in the castle if you're extremely quick on your feet. However, at the end of this section, you're awarded prizes past what you win from the battles alone, based on how many you defeat. So in your wallet's best interests, try to take out all 41; it isn't tough. All buildings in each section of the city are locked until you get rid the soldiers, at which point some of them open back up. So you can regain access to the Inn and shops for health's sake if you clear those two spots out. In the castle garden, Ibis and Motor watch as a blond man is threatened by three FC Soldiers. Ellana rushes up to help him, but he jumps clear off the screen, leaving her at the mercy of the soldiers. Ibis and Motor run up, she rejoins, and you can re-equip her before taking out this trio. -=-=-=- After defeating them, Ellana reveals that she had no idea where these soldiers were from specifically at first, and that the war between Necelia and Finel Capital ended 400 years ago. As it turns out, Finel was originally a kingdom on Coyas, and warred against Necelia frequently at the time. The large ending battle of the war wiped the city of Finel off the map and turned its residents into nomads, until space travel was developed. Deciding that Finel is out for revenge, Ellana intends to enter the castle and make sure King Goman and Queen Piloma are safe. As you walk in the castle, you'll see an energy barrier blocking the route upstairs, one dead guard on the right, and another one that's dying on the left. The dying one explains to you with his last words that you'll need to take out the two devices, each on top of one of the castle's towers, to break the barrier and gain access. He gives you a Mega Potion before passing away. The two doors to the north lead to a secluded hallway with three soldiers and a treasure chest with an Elixir inside. The left and right doors in the castle foyer lead towards each of the towers. Along the way, you'll pass treasure chests with an Ether, a Hi-Potion, and four Water Curtains. At the top of each tower, defeat the sole FC Captain and press the Action button next to the satellite dish to sabotage it. When both are sabotaged, the barrier blocking you from going upstairs will be clear. On the second floor are two rooms to the south. The schoolroom on the left has a chest with 12 Deadly Wastes. The bedroom on the right has a chest hidden below the barrels in the bottom-right corner with 4000 Gil. The third floor just contains one group of FC Soldiers, a PuPu, and a door leading into the royal chamber. Heal up and save before entering. After entering the door, you'll receive the awards based on how many soldiers you defeated: 3000 Gil for the first 20 you defeated, and an X-Potion if you took out at least 40. -=-=-=- Inside the room you'll find Coral gloating over her victory here, with the King and Queen pinned to the walls. Ibis is surprised to see her. He questions her on the attack, wondering why the Finel Troops put her in charge, something they would never do, and if Reef is involved. Coral confirms that Reef's around, and explains that she has nothing to do with the FC Troops as an organization; she's just doing this operation for a "friend", whom we can already assume to be President Heran. She explains that it's times like this she's glad that she's no longer a Su Karu Hunter; Ibis retorts that she didn't leave, but was kicked out, and then recalls that there were three members who were kicked out and not two. Before he can ask what happened to that third person, Ellana threatens her. Before she can do anything in return besides complaining, the man from earlier catapults down and slashes her, introducing himself as Fuban. Assumedly this is the man that saved the girl from the Chimera in the desert and vanished, judging by his tendency to pop in and out of the area randomly. He joins your party just in time to fight the Bio Yomara creature summoned by Coral. ___________________ | BOSS - Bio Yomara \_____________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 800 | | MP: 900 | | Class: Demon | | Strong: Ice, Shadow | | Weak: Fire, Light | | Status: Slow | | Skills: Mortal Chemistry, Multi Bio, Multi Watara, Watara | | Extract: Watara | | Carries: 3000 Gil, Dragon Tail | | Steal: Water Robe | | Blue Magic: N/A | | | | Strategy: Bio Yomara isn't very difficult, provided you make sure you keep your health up after he uses the | | hard-hitting spells like Watara and Multi Watara. He'll also use Mortal Chemistry, an attack which deals a | | good amount of damage to one character, and also may hit them with combinations of Confuse, Poison, and | | Sleep. He's weak to Fire and Light spells, so if Ellana has Fira, you can do some nice damage to him; | | otherwise, have her just attack normally, along with everyone else. Fuban joins your party with Haste in | | tow, so if you didn't pick it up from the Cactuars in Ebidar Desert, you'll have it at your disposal now. | | Make use of it; it's much easier to keep everyone alive when you know you'll be able to heal before the | | enemy can hurt you further. Make sure you take the time to extract Watara from him before you take him | | out. Also make sure that your party's health is relatively high before you deal the final blow, to prevent | | an unexplainable bug from giving you a Game Over after the following cutscene. | |_________________________________________________________________________________________________________________________| -=-=-=- Upon beating him, the others tell Coral she's outnumbered to try and get her to surrender. Coral hits them with an attack that immediately knocks them unconscious instead, and tells them that she hopes they like where they're going, because she didn't. If you receive a Game Over at this point, it's because Deren and Lisbeth, as mentioned earlier, were both in KO status when they split from your party. To fix this, you'll have to load a pre-Astral Tower save and raise at least one of the two back to life. Alternately, as mentioned above, there's an unexplainable bug that may give you a Game Over if your current party's health was too low at the end of the Bio Yomara battle. You'll have to do that fight again, but just make sure your health is relatively high for at least one person before the battle ends. _____ __________ 4.19 \__________________________________________________________________________________________________________/ ffen_4.19 =========================================================================================================================== Astral Tower =========================================================================================================================== Item: Dainsev Ixion, Ether, Hi-Potion, Mythril Coat --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Meanwhile, Deren and Lisbeth have finally finished climbing the Astral Tower's base. Lisbeth again asks Deren why he's gone to so much trouble to help her. Not being able to figure out an answer, he just tries to distract her by telling her that they need to go look for someone that can restore her memory. Save your game and talk to everyone in this section, then climb the pole on the right as if it were a ladder. In this section, the woman on the left explains to you that Oracle Dihla has returned to her house, the lady who basically oversees this tower and serves as its leader. She's also a very powerful magician, and is most likely the person to talk to to restore Lisbeth's memories. Two treasure chests inside the building on this level give you an Ether and a Mythril Coat, while one outside gives you a Hi-Potion. Climb the pole on the right. Up here, touch the lightning rod on the left to activate it and receive the Dainsev Ixion, which will give you a powerful Thunder-based summon in exchange for dropping your Spd by 10. Go back down to the first "floor". Take the pole on the left up this time. In the building here, a girl will sell you Cryna Orbs, and a sage named Horace will explain any questions you have on Cryna. He'll also attempt to extract a random spell for you out of thin air if you give him a Cryna Orb and 200 Gil, but the chances of this working are only 10%, which is far less than even normal extraction. In addition, the spells he gives at this point in the game are some you probably already have, specifically Blizzara, Cura, Fira, Thundara, and Watara. The pole on the right in this screen leads you to the Filled Cryna that keeps this tower intact, and a green-haired man that tells you to leave him alone. The pole on the left leads to Oracle Dihla's dwelling. If you didn't talk to the woman on the right side of the tower earlier, her house will be empty right now; otherwise, she's inside waiting. Go talk to her. -=-=-=- Dihla already knows what you're here for before you even walk in the door, being psychic and all. Deren asks her to help Lisbeth, but Dihla reveals his own intentions too, that he's here for his own session of memory adaptation if possible, though his is erasure and not retrieval. It turns out that all the flashbacks we've seen have been related to Deren somehow. It seems the magical force emitted when Lisbeth's pod crashed into Stars Bliss and knocked out Motor has also been causing Deren to regain bits and pieces of his memory prior to the last four years, but not enough for him to piece it all together. He doesn't want it pieced together though; since he's been relatively happy working jobs in Arleah over the past few years, he wants these old memories gone. Lisbeth isn't entirely happy to find out that Deren had his own agenda in mind with this extended trip, not just hers, and that he kept it a secret from her. Dihla begins the process, and she starts to regain her memories. It turns out that she was traveling in space as a result of a duty she had; as the current priestess of the Specran race from the planet Frena, she needs to gain the power of the grand wish and reseal the system's Sun to stop it from going nova, something that's supposed to be done every 500 years. Unfortunately, her mind was warped thanks to that same magical force emitted by her pod at its crash, and so she lost her memories of the task until now. Dihla is surprised to find that this event that she always thought was a legend is true. Before either of the two can explain to the confused Deren what this is all about, President Heran strolls into the room, quite surprised and happy that both Deren and Lisbeth happen to be on site. Heran takes a good look at Deren, though, and recognizes him as Kiro, the man from the flashbacks. Deren doesn't know what he's talking about, especially when Heran claims the last time they saw each other was 400 years ago. Heran, not wanting to spend the time to explain, knocks everyone in the room unconscious with one strange attack, right as Dihla realizes what he's after and tries to warn him that removing the Filled Cryna will send the tower tumbling to the ground. At the top of the tower, the green-haired man from earlier turns out to be Reef. He takes the Cryna. _____ __________ 4.20 \__________________________________________________________________________________________________________/ ffen_4.20 =========================================================================================================================== Finel Barren Plains =========================================================================================================================== Enemy: Crusher (2/3), FC Captain x1, FC Soldier x3, Freon Toad (1), Garm (1/2), Garuda (2) Extract: Stona, N/A, N/A, Blizzara, Water Shell, Thundara Item: Deadly Waste x5, Elixir, Light Bracer, Rune Master, Star Dust, Thunder Cannon --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Motor wakes up in the prison in Finel Capital. After a mental debate on what she should do, worrying about the status of all her teammates causes her to show emotion, an unexpected speck of humanity, and she breaks out of her cell, though how she was able to do that so easily concerns her. Heal Motor up if she's low on HP. Walk to the grate in the upper-left corner of the room and drop a level. In the room below, the only thing between you and a computer Motor can hack to release her teammates is a single FC Captain. After checking the prisoner status, she sees that Ibis, Ellana, and Fuban are here, though Deren, Lisbeth, King Goman, and Queen Piloma are nowhere to be seen in the records. A few keypresses later and your team has been released; go back upstairs to meet up with them. After Motor debriefs them, she explains that an elevator on the lower level should allow them to escape from the prison entirely. Heal the whole party up in case they're still hurting from the Bio Yomara fight; apparently the prison isn't nice enough to act like an Inn. With your party now in tow, take the grate back down and exit through the upper door. The room you appear in has three FC Soldiers; take them out to continue. The only unlocked door is the one in the upper left corner, and this is the elevator Motor mentions that will allow you to escape. Take it up. Out here, the elevator you just took up is locked, and the second elevator that would lead to the surface self-destructed before you even got there, just to keep you from escaping. You're now stuck in an area where the oxygen levels are low, and the party begins panicking, except for Fuban, who amusingly begins insulting Ellana. As the sign above you explains, you'll have two and a half minutes of airtime as you walk around before you collapse and receive a Game Over. The countdown runs during everything (including the PuPu menu) except while chatting with a computer or inside your normal Cancel button menu. This means that you have to be ultra quick with this section. Refilling your airtime is done at three computers scattered about, like the one that's just nearby. Two of these computers (the one here at the start and the one at the end) also sell you items, weapons, and armor in addition to refilling your air. Stocking up on items is more important than weapons and armor at this point. If you have money left over for those, pick up Sword of Dawn for Deren, the Blast Barrel for Motor, the Gem Bell for Lisbeth, the Platina Dagger for Ibis, the Spade Pole for Ellana, and the Cat's Cradle for Fuban. There's nothing new armor-wise at this computer; it sells the same thing Necelia sold. The computer at the end of the path has new stuff though. You probably already have a Platinum Armlet lying around in your inventory Fuban can use for the time being; grab some Clothes or Armor for him to wear in addition to that if you don't have anything handy, and you'll be ready to go. The enemies you'll fight here are Crushers, Freon Toads, Garms, and Garudas, all just upgraded versions of previous enemies from Stars Bliss, Mian Forest, and Ventry Heights. Most of them are actually pretty easy to down, even the groups of three, but since you're on a time limit here, you'll want to take them out as quickly as possible anyway. You'll get plenty of money from fighting them to purchase Ethers with at any computer station, so don't hesitate to use powerful spells to knock them out quickly where applicable. Crushers' most annoying ability is their Stone Claw, which can Petrify a character. Besides that, they only have 80 HP, so wail away. Garudas have Thunder-based attacks, as well as Stop and Slowga. Slowga effects your whole party, but it isn't a horrible hindrance. Attack steadily and use Water spells and they should go down fast. Garms are just Dingos/Lobos with slightly more health, though their Carnivore attack may give you Confuse now. Thunder them out of existence. Freon Toads use Sleep, Multi Sleep, and Blizzara, but will drop quickly with a few Fira shots. You can extract Stona from the Crushers, Blizzara from the Freon Toads, Water Shell from the Garms, and Thundara from the Garudas. One of your casters should already have Blizzara and Thundara, but here's a chance to get both spells for more people. The safest way to pick up the spells is to try and get them at the start of the area; with a computer and a PuPu right there, you shouldn't have any problems with running out of time while trying to extract spells. The save trick can cut down on Cryna Orb usage as normal, but battles in this section generally give you 350 to 600 Gil per enemy you kill, so using up multiple Cryna Orbs to extract a single spell isn't as much of an issue as it used to be. To be safe, when trying to extract, kill every enemy but one before you make the attempt. That way you'll have less damage and status effects to deal with, and you can finish the battle off quicker if you notice you're getting low on time. From the start, follow the path to the branch. Go north a few steps for a chest with a Thunder Cannon, then head south of the branch to a lone rock. Southeast from the rock leads to a chest with a Light Bracer. From the rock, walk up four tiles, then head directly west until a computer comes into plain view. Fill your air. From the computer, head north. The main path will begin to head in a northeast direction, though you'll see a small branch head straight west at a point with a small piece of rubble on the ground. Take that west branch to reach an area where you can go north or south. Heading north a few steps leads you to another branch, one going northwest and another going northeast. The northwest branch takes you to a chest with an Elixir, while the northeast branch nets you a Star Dust. If your time is near 1:00 after getting either one of the chests, go back to the last computer before getting the other. Go back to that computer after you've gotten both regardless. South from the north/south branch here leads you to a chest with a Rune Master. Return to the last computer, fill your air again, and head north, following the original path as it curves northeast. When this path, which passes above where you got the Thunder Cannon, reaches a somewhat open area, head straight north from the piece of rubble you see near the center for the final computer. Refill your air, heal up, and stock up on armor and items. This computer sells Silver Armlets, Gold Bangles, Green Tunics, and Gold Armors in addition to the stuff at the last computer. Replace all your Platinum Armlets with Gold Bangles, your Brigandines with Green Tunics, and your Plate Mails with Gold Armors if you have the cash. A few steps southeast of here is a chest with five Deadly Wastes. To the west of the computer is a PuPu. Head north from the PuPu to reach a building; enter it. _____ __________ 4.21 \__________________________________________________________________________________________________________/ ffen_4.21 =========================================================================================================================== Laboratory =========================================================================================================================== Enemy: Anacondaur (2/3), Mushussu (1), Ras'Kal (1), Security Gun A (2/3), Zombie (1/2) Boss: Watcher Alpha Extract: Thunder Shell, Watara, Confuse, N/A, Cura, N/A Item: Acid Vile A, Acid Vile B, Chef's Knife x4, Dainsev Catoblepas, Platinum Armlet, Remedy, Turbo Ether --------------------------------------------------------------------------------------------------------------------------- -=-=-=- The group stumbles into what seems to be a laboratory, although the smell is fairly rotten. Ibis, who knows a lot about Finel Capital, has never heard of this place. On Ellana's suggestion, they decide to scout for clues, since it's quite possible this place would have a route leading to the surface somewhere about. Thankfully, the air is sealed properly in here, so there's no more chance of the group passing out. There's a PuPu in this very room; if you didn't heal up and save before, do so now. You'll fight Anacondaurs, Mushussu, Security Gun A's, and Zombies in this area. Anacondaurs use Berserk, Confuse, and Thundara, of which Confuse is the most annoying. However, they only have 75 HP and are horribly weak to Water, so they go down quick. Mushussu are half annoying and half hilarious, both due to the Everyone Dizzy skill, which Confuses every person on the battlefield, including the Mushussu themselves. Just wait for people to start hitting each other out of the Confuse and get back to work. They have 280 HP and are skilled in Water-based attacks, which generally includes using Dispel Water to soften you up for Watara or Multi Watara. Obviously you'll want to counter with Thunder; the Thundara spell you got from the Garudas outside will be very useful here. Ras'Kals have dropped the Water attacks their Cave Imp cousins have, and have instead picked up the hard-hitting Shadow Bubble attack and the annoying Death spell. They occasionally use Might as well. They're strong against and weak to spells you don't have, so just go all out with physical attacks and your more powerful spells. Since you only ever fight one at a time, you should be able to down him quickly enough, despite their dangerous abilities. Note that Ras'Kals do not appear in this area due to a bug if you're playing version 2.0 of the game; more information can be found in section 1.4. Security Guns' strongest abilities are Exploder, which hits a character for a good chunk of damage, and Choking Gas, basically their version of Multi Silence. They'll use Stop occasionally, for a bit of annoyance. Besides that, they're not tough; they have only about 3 HP more than Anacondaurs do, and they have the same weakness too. Put Water spells to good use. Zombies have Drain and ? ? ? ? ?, which aren't very annoying, and Blood Suck, which generally hurts them more than it does you since it causes Berserk. They can also hit you with Berserk on its own, without using Blood Suck. They're not strong against or weak to the four normal elemental bases, so use standard tactics as you wish. They have 172 HP each, so it'll take longer to down them than the other two enemies here, but not by much. You can extract Thunder Shell from the Anacondaurs, Watara from the Mushussu, Confuse from the Ras'Kals, and Cura from the Zombies. You'll definitely want Watara, especially if you didn't get it from Bio Yomara earlier. Don't forget to pick it up twice for when you get Lisbeth back. Thunder Shell you should get now as well. Cura can be ignored unless you need to pick one up for Fuban to carry. Confuse may or may not be useful in your attack strategies, but it can help at the least. Ellana can learn Exploder from the Security Guns and ? ? ? ? ? from the Zombies. There are three doors at the top of this room. The left one leads to a room with nothing but a locked door requiring a combination code you don't have. The right one is too rusted in to allow access. Take the center door to a room with a chest containing four Chef's Knives and a ladder leading upstairs. On the second floor, there's a treasure chest hidden below the barrels in the bottom-right corner with a Turbo Ether. There's three doors in this room as well. The middle one is a room that serves as a free Inn if you try and walk below the level of the beds. The right door leads to a room with another box puzzle. To get to the chests in the back, push the bottom wooden barrel up two tiles and left two, then push the top barrel up one. The chest on the right is different from normal chests; it's gold in color and is currently unopenable. If you've played Chrono Trigger before, you'll have a good idea how this will play out. See section 10.7 for more information. The chest in the top left has an Acid Vile A. The left door in the previous room is too rusted in to enter at the moment, but now that you have Acid Vile A, the rust will melt right off the right-hand door on the first floor. Go back down there via the grate next to the pipe up here, and enter that door. This room contains a chest with Acid Vile B, and a note on the wall written by someone who's performing adaptation on animals to create Bio Demons. It also has a smudged number, which is different in every playthrough, and serves as the first number for the combination code back on the first floor. Back on the second floor, the left door will open if you try and enter it now, thanks to Acid Vile B melting the rust away. Inside is a chest with a Remedy, and a note from the same person about how they stopped bothering with organic sciences and moved onto creating powerful machinery. Some device called the Watcher is apparently protecting their creations. The note also contains a smudged number, which completes the combination code we need to enter that door behind the left door on the first floor. Head there now, and enter the two digits in the order you got them to unlock the path to the basement. Northeast in this floor is another door with a three code lock. Skip it for now. Slightly further south is a chest with a Platinum Armlet. At the bottom of the room is a PuPu and a door on the right. The door leads to a boss, so heal up and save before entering. -=-=-=- In the room is Doctor Fesha, who seems to be tinkering with a creation in the back of the room. Upon getting her attention, she laughs in surprise at the sight of Motor, not believing that the bot is walking around like an actual human. Neither option you can choose here actually matters; go with whichever you want. -=-=-=- She's amused at Motor's human-like personality, but explains how she's created something far more superior than the android. Ellana is surprised by the specious statement delivered by the doctor, which basically just confirmed that Fesha was the original creator of Motor. Neither Fesha nor Motor are sure how the android ended up at Ally Luna's junkyard, though Fesha starts to recall hearing about an android traveling around with a blond bounty hunter, something she never took notice of before. Motor snatches on to that thread of conversation to try and find out where Deren currently is, and Fesha reveals that he's in Finel's government complex, though she guesses he's already dead by now, along with King Goman and Queen Piloma. Naturally this sets Ellana off, and Fuban seems to be concerned by the news as well. Ibis asks for Lisbeth's location; Fesha begins to walk away and says she's probably already been delivered to the Obeskans as she walks. Ibis asks where she's going, and Fesha laughs, asking if the group is really naive enough to think that she'd let them live after she explained all that. Cue boss fight, which excites battle-loving Fuban. ______________________ | BOSS - Watcher Alpha \__________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 1000 | | MP: 1150 | | Class: N/A | | Strong: N/A | | Weak: Thunder | | Status: Slow | | Skills: Cura, Gravity, Photon Ray, Sleeping Gas | | Extract: N/A | | Carries: 3800 Gil, Dark Matter | | Steal: Bracer | | Blue Magic: N/A | | | | Strategy: Watcher Alpha has 1000 HP, but with Fuban hitting for roughly 100 with every attack, you can tell this | | fight won't take long. The creature's not strong against any element, but he is weak to Thunder, so make | | good use of Thundara here to rack up the damage. He's also vulnerable to Slow if you want the speed edge. | | As far as attacks go, he uses Sleeping Gas often, which puts your entire party to sleep. Though one or two | | people will generally evade this randomly, it's still moderately annoying, because only one of his | | attacks, the powerful Photon Ray, is physical enough to wake you up. Just have the awake person keep | | healing everyone to keep them alive. He'll also use Gravity to zap a fourth of your party's HP. His final | | major ability is transforming, in which he'll switch to a golden color. He won't attack in this form; | | instead he'll either do nothing or use Cura to heal himself. However, his Vit has gone sky high in this | | form, and Slow no longer works if you attempt to cast it, though if he's already been slowed, it will | | still be in effect. Take the time to heal up while you wait for him to change back to normal, since | | attacking him now will do all of 1 to 5 HP damage. Ibis can steal a Bracer from him. | |_________________________________________________________________________________________________________________________| -=-=-=- Upon defeating him, Fuban remarks that traveling with your group is more fun than he thought it would be. Ellana and Ibis simmer in confusion, so Motor tries to explain the entire situation, noting that Deren is probably being pumped for information while Lisbeth is being used for some devious purpose by the Obeskans, who have apparently gone crooked over the centuries. And now they've learned that Fesha, the leading scientist of Finel Capital, working directly under the Quartet, is apparently pretty devious in secret, something nobody knew. Motor had no idea of her origins, and she doesn't know when or why the Finel government changed forms either, but she reminds everyone that they need to work fast if they're going to save Deren and Lisbeth. Ibis remembers that the Obeskans have a shrine behind Tazuu Falls, so the group decides to split up. Ibis and Ellana will find a way back to Coyas to rescue Lisbeth, while Motor and Fuban will stay on Finel to go save Deren. The door in the back of this room is an elevator that takes you up to the surface of Finel Asteroid, but before you go, look at the note on the wall. It's another note from Fesha, about Watcher Alpha's apparent dominance over machine-kind before you trashed him, as well as the three digit code for that door in the northeast in the previous room. Go to that door and enter the code. In the room is the Dainsev Catoblepas, a summon which may turn all enemies into stone at the cost of dropping your Mag by 10. Grab it, save here (for convenience, not because of any fights coming up) and take the elevator to the surface. _____ __________ 4.22 \__________________________________________________________________________________________________________/ ffen_4.22 =========================================================================================================================== Finel Capital =========================================================================================================================== Item: 5000 Gil, Dainsev Kirin, Dark Matter x2, Ninja Blade --------------------------------------------------------------------------------------------------------------------------- -=-=-=- At the surface, the group says their goodbyes, with Motor promising that she and Fuban will follow Ibis and Ellana to Tazuu Falls for backup once they've saved Deren. Fuban tosses off an insult at Ibis for being optimistic, and Ellana responds in kind as he walks off. Motor follows. Ibis quickly explains to Ellana how traveling around Finel Capital works, tossing in a compliment on her beauty in the process that silences her. Whether it's an embarrassed silence or an annoyed one is unknown. You're now playing as Ibis and Ellana, and your objective is to head to the Finel Capital space port to book a ride for Coyas. There's plenty of stuff to keep you occupied in the capital along the way though. The large cylinder in the bottom-left of each section is a teleporter that will take you to three other sections. Right now, you're in the Factory section; the junkyard is in the back, and that building is a half pub, half nightclub. There's not much else here, so walk up to the bottom of the cylinder, face up, press the Action button, and choose to teleport to the Shop area. In this section of the Capital is a building full of apartments on the left that you can't access, a hotel in the middle that costs 400 Gil, and a one building mall on the right. Floor 1 is the Electronics floor, though unfortunately you can't buy anything like the stereos the man is looking at. Floor 2 contains an item shop and a relic shop, but neither of which contain anything we haven't seen since Necelia and the computers in the Barren Fields. You may want to look into purchasing Safety Bits for three people though, since the boss in the next section is fond of casting Death, which that relic prevents from working. Floor 3 is the armor shop, and has a few new items. White Robes and Black Robes serve as the Light and Shadow versions of the Fire, Ice, Thunder, and Water Robes from earlier, except the White and Black Robes have much better stat increases. Black Robes are probably more appropriate for the next section. You should also replace any Green Tunics with the new Power Sleeve. Floor 4 contains the weapon shop. There's no new weapons for Deren, but to make up for that, there's a new class of weapon called Beaker, which is an obvious hint that you'll be picking up a new party member soon. Get the Land Grazor for Motor, the Temple Bell for Lisbeth, the Gladius for Ibis, the Cypress Rod for Ellana, and the Scissor Fangs for Fuban. As for the upcoming character, the Rune Glass is probably the best option, even though it's not the most expensive weapon in that class available. The next section of the Capital you can travel to is the Game area. Here you'll see the Finel Capital offshoot of SB.TV on the left, and an arcade on the right. Inside the arcade, you can play four different games, and trade in tickets for prizes. Though many of the high end weapon/armor prizes are very nice, you shouldn't overlook the Rubber Paste, Ancient Scroll IV, or the Dainsev Kirin. See section 10.4 for more information on playing games. 10.7 goes into more information on the sidequest that requires Rubber Paste, which you can start now, but can't complete until farther in the game. Next, head for the Residential area. This section has a PuPu and four apartment buildings. Only the far left apartment building is accessible; the door just inside has been jammed open, so you can visit the four apartments inside. Floor 1's apartment has a treasure chest with two Dark Matters hidden in the bottom-right corner below the table. Floor 2's apartment has a chest in plain view with 5000 Gil. Floor 4's apartment has a ninja who is moving in, and a box puzzle in his room provides a Ninja Blade weapon for Ibis, which is about as powerful as the Platina Dagger you probably just got rid of. To get to it, move the fourth box on the bottom row up two tiles, then face left and push that box two tiles in that direction. The Park area is next, which has little to do besides talking to NPC's who don't see greenery often in space. Head to the Governmental area next. There's nothing here either, besides two FC Captains who will yell at you if you try to enter the building. But that's Motor and Fuban's job anyway. Finally, head for the Space Port area. Here you'll find an inaccessible school building, a Trader, and the Travel Agency building, which is where you need to go. Buy a ticket to Coyas for 600 Gil, and you'll win the day's lottery in the process, netting you an unlimited fee-less entry pass to the Six Star Casino on Stars Bliss. Sho is sure to appreciate that one when he finds out. Back on Coyas, you arrive in Darum as usual. Interestingly enough, though most locations in space to travel are blocked off at the moment since you have business here you need to take care of first, you can travel to Ally Luna if you wish, and from there back to Finel Capital. There's nothing new in Ally Luna though, so the reasoning behind that is unknown. As for Darum, Kidora has quit her job as mayor and left for personal reasons; a man named Chauncey has taken her place. Nothing else has changed in Coyas at the moment, at least not in the southern half. Ibis will stop himself if you try to talk to the sailor in Corret and sail north, at least until you've finished Tazuu Falls. To get back to Tazuu Falls, in case you've forgotten, you need to enter Mian Forest from the Darum side. Ibis explains to Ellana what you probably already knew from back when you went after Piranhas to pick up the Water spell: head north at the first PuPu to get to the falls. _____ __________ 4.23 \__________________________________________________________________________________________________________/ ffen_4.23 =========================================================================================================================== Tazuu Falls =========================================================================================================================== Enemy: Black Goblin (2), Forbidden (2), Lamia (1), Red Bat (2/3) Boss: High Mage Extract: Silence, Sleep, Confuse, Drain, Death Item: X-Potion --------------------------------------------------------------------------------------------------------------------------- At the Tazuu Falls site, cross the bridge and walk straight into the waterfall to enter the cave behind it. Inside the cave system, you'll fight Black Goblins, Forbidden, Lamias, and Red Bats. Black Goblins are simple. They still have their Goblin Punch, but besides that, all they use is Silence or Multi Silence. They're weak to Fire, so if Ellana hasn't been Silenced, hit them with Fira to hurt them badly. It shouldn't take but a few rounds to take them out. Forbidden can be difficult, but only if you let them. They have Shadow Bubble like Ras'kals; besides that, they only use Focus and Sleep. They're weak to Light and Water, so one blast of Watara by Ellana plus one normal attack by Ibis should be enough to take out one of them in two rounds, or maybe even in one, thereby making the battle much more manageable. Alternately, you can Haste both people from the start, though this will probably leave you open for the first few attacks, making the other tactic the more efficient one. Either way, concentrate on downing one as fast as possible so you can take out the other at your leisure. If you have Aqua Lung and can spare the MP, feel free to use it; it hits all enemies with the power of Watara. Having both Ibis and Ellana wearing Black Robes will reduce damage here. Lamias are fairly simple, even with only two people currently in your party. They only have two attacks; a normal one, and the Break spell which hits for very minor damage and may cause Petrify. Use Stona/Softs where necessary, and use them immediately; you only ever fight one Lamia, but if they stone one person and then the other before you remember to cure the first person, it's a Game Over. Lamias are weak to Thunder, so Thundara will end the battle quicker. Red Bats are pushovers. They occasionally Drain, and normally fly into you as a regular attack, but they also love using Blood Suck, which will Berserk you. Since they only have 80 HP each, this display of inferior tactics is essentially their downfall; you'll start attacking uncontrollably and wipe them out in a few turns. They're weak to Ice, but as little health as they have, it's best to not waste your MP in spell casting anyway. You can extract Silence from Black Goblins, Sleep from Forbidden, Confuse from Lamias, and Drain from Red Bats. Confuse you probably already picked up from the Laboratory, if you're playing a bugfixed copy of the game, and can safely ignore. Silence and Sleep you've probably already long gotten, from the Goblins in Kogagu Cave and the Gargoyles in Ventry Heights respectively. Drain you may also have already, thanks to the Land Duo back in Ebidar Desert, but here's your chance to get it again should you need it. Unfortunately, this won't be easy to do what with their Blood Suck trick; you may have to try multiple times simply because you're killing them too fast to have time to extract anything. You can also have Ibis steal the Lamia Tiara from the Lamias, a relic which forces monsters to use Blue Magic frequently during battles. This is useful, because some of the Blue Magic spells mentioned earlier may have been difficult to pick up since the enemies wouldn't use them all the time. Any spells the walkthrough already told you where to pick up before now are relisted in section 5.3. With only two people in your party though, you'll probably want to wait to go back and pick up Blue Magic you missed until after Tazuu Falls. From the cave entrance, follow the path. You'll see a branch leading north, but it's blocked by a magical barrier right now. Heading east will have you pass by a treasure chest with an X-Potion before you hit another branch, one going northeast and the other southeast. The southeast path leads you to a lone woman statue. Read it and you'll be given a series of six directions, Down, Left, Right, Up, Right, and Down. Go back to the previous room and take the northeast path to enter a one-room maze. Follow the directions to reach its end; when you walk in, head down a room, then left a room, then immediately go back to your right, then up one, then right, and finally down a room. You'll enter a new room with a chest in the northeast corner containing a Brigandine, and a PuPu in the center. Heal up and save, then head south. -=-=-=- Down here you'll encounter a group of Obeskans who are trying to destroy Lisbeth's power to control the nova. They're of the opinion that the solar system, and the universe by implication, is long overdue to die, although how the entire universe will be destroyed from the power of one nova the lead monk doesn't bother to explain. So their objective is to simply drain Lisbeth of her powers so that she can't stop the nova. Lisbeth is attempting to use her power as a shield to stop the drain, but it's slowly failing. She argues with the monks as she tires that Obeska would never want this, and the lead monk reveals that Obeska was a lie from the start. The true goddess they serve is one by the name of Paradorn, who wants to see the destruction of this reality; Obeska was created as a smokescreen to allow people to serve Paradorn without knowing. Lisbeth loses her powers in a flash of light, but before the monk can kill her, Ibis and Ellana rush in. Having heard most of the conversation, the two are ready to join Lisbeth in taking these monks out, especially Ellana, considering what the Obeskans have put her through. The lead monk calls on Paradorn's powers, and the rest of the monks all vanish, their power absorbed into him, to battle you with. Before the boss fight begins, you're allowed to re-equip. Give Lisbeth one of the Safety Bits you purchased earlier; all three characters should be wearing them by now. If you only had the two Black Robes, give one back to Lisbeth and give Ibis the Power Sleeve or the Gold Armor, whichever you have handy (or that Brigandine you just picked up if you have neither). Since you can access the item screen, now would be a good time to give Lisbeth that collection of Wisdoms you've probably been carrying around until you got her back; you'll need them. If you were planning on giving her those two Vit Boosts from Ebidar Desert and haven't yet, do that now as well. __________________ | BOSS - High Mage \______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 700 | | MP: 1200 | | Class: N/A | | Strong: Shadow | | Weak: N/A | | Status: Poison, Slow | | Skills: Blind, Comet, Death, Focus | | Extract: Death | | Carries: 2800 Gil, Chef's Knife | | Steal: Beads | | Blue Magic: N/A | | | | Strategy: High Mage is one tough cookie... if you don't have Safety Bits. If you do, this battle will be amusingly | | easy. He comes with the ability to cast Blind, Death, Focus, and Comet. Blind is easily fixable with Esuna | | or Eye Drops, though Eye Drops will probably be more efficient since Esuna takes 12 mp to cast. Death will | | often instantly KO the target if they don't have Safety Bits; if that's the case, you'll be hard pressed | | to keep damaging him since you'll be spending most of your time reviving and healing people. It's still | | possible to pull a victory out in that situation though; bring people back immediately and heal them ASAP, | | instead of just leaving them dead. The more people you have alive, the better. Focus he simply uses to | | make the next spell more hard-hitting. His final spell, Comet, will generally do about 40 or 50 HP damage | | to a single person, which a single Cura ought to counter. He's strong against Shadow, hence the Black | | Robes, and not weak to anything in particular, so just have Ibis attack nonstop and let the girls cast | | their most powerful spells. Ellana would probably be better off casting 100 Needles if she has it. He has | | 700 HP, which is actually pretty low for a boss at this point, so he won't take long to kill. You can | | extract Death for your own usage from him, and Ibis can steal the Beads relic. | |_________________________________________________________________________________________________________________________| -=-=-=- The High Mage isn't quite dead yet, though he's getting there, and asks Paradorn for more power to heal himself and take out your team with. Paradorn herself answers his call with a no. Lisbeth's power to seal the nova is gone forever, so there's no more need for her to mess with the Mage or your group. Paradorn signs off, the Mage dies, Ibis and Ellana are confused by Paradorn's mention of the universe ending, and Lisbeth is morose in light of her ultimate failure. _____ __________ 4.24 \__________________________________________________________________________________________________________/ ffen_4.24 =========================================================================================================================== Finel Government Complex =========================================================================================================================== Join: KioSen Enemy: Trick Bug (2/3) Boss: Bio Yomaga Extract: Slow, Esuna Item: Dark Matter, Purity Chalice x2, X-Potion --------------------------------------------------------------------------------------------------------------------------- -=-=-=- A quick flashback shows Motor waking up on Ally Luna back when it was nothing but a junkyard, before it became the relatively clean space pit stop it is now. Motor boots with no memory prior to this point, and then finds Deren nearby, after he was dropped off for dead by Sho's men. Deren wakes up from the flashback in a cell in the Government Complex in Finel Capital, wondering why he can't seem to fit the pieces of his past together. But as he sits here and tries, be gains a little success, beginning to actively remember his memories of being Kiro, rather than just experiencing them in occasional flashbacks while asleep. Heran pokes in during Deren's monologue and explains that he actually wants the bounty hunter to regain his memories so that they can finish off their duel. Heran begins to explain what Deren's finally been trying to figure out. -=-=-=- As it turns out, Deren and Heran were once Kiro and Quenlin, Quenlin being a man from the country Kiro's kingdom was at war with. Quenlin was the one that killed Acaden and Kiro's family, and things had come down to a fight between the two on an unknown shoreline. Kiro wants to kill Quenlin and bring his family back; apparently Kiro somehow absorbed the power of the Grand Wish, which would let him resurrect his family. Quenlin wants to kill Kiro before he can make use of it. It's explained further that these are the events during the great Necelia/Finel war 400 years ago. Quenlin was a Finel native but worked for the Necelian government, on the surface at least. In reality, he wanted to see Necelia's downfall, and so when Kiro's father attempted to make a peace treaty with Finel, Quenlin killed him. This resulted in the two countries going to war, although Finel's rulers did take the time to banish Quenlin from the nation for what he did. Kiro taking the throne didn't help, since Necelia was able to pull itself to victory because of that. So Quenlin attacked Kiro, and the two fell over the cliffside, punching and kicking as they hit the ocean. They should've died from the impact, but Kiro's Wish power kicked in saved both of them, putting them into magical comas for 400 years. They both woke up four years ago, having drifted apart in the seas, with Kiro being found by Dr. Chad in southeast Corret, and Quenlin being picked up by the Su Karu Hunters just east of Kogagu Cave. Quenlin stayed with the Hunters for a year or two, until he, Coral, and Reef were kicked out for underhanded dealings. Reju was involved in tattling on them somehow or another. They then traveled around Hell's Dome, but were picked up by the FC Troopers two years ago for reasons unknown and imprisoned. They were released as a result of Dr. Fesha, who was planning something related to her creations and didn't want the Finel Quartet bothering her with the morality of it. So she picked Quenlin from his jail cell and did surgery to make him look identical to the original Heran. Following that, the entire Quartet was murdered. Quenlin leaves Deren to stew over all that. -=-=-=- Meanwhile, a living KioSen doll is rummaging around in the room directly above Deren's jail cell, looking for some type of chemical called DT-86. He unlocks the door to Deren's cell then jumps down, beaning him in the head. He explains that he's really Mason Lucade, a former Finel scientist who owns a summer home in Corret; that's the house where the thief sold you Shiva. He apparently had a mishap with an experiment involving Cryna and souls, and was turned into a KioSen doll as a result. He needs DT-86 to turn himself back to normal, but hasn't been able to find any of it anywhere in Finel. After hearing Deren's story, he decides that perhaps it would be easier to change himself back to normal using magical methods, and decides to travel with you. Now that KioSen has joined your team, take a moment to re-equip the two of them with items you purchased earlier. KioSen's special ability, Use Item, allows you to throw Trade Items at enemies in battle for damage and use others to help the party, though he also has more than enough MP to be a good magic caster if you don't want to use up Trade Items. Since the Trade Item actions all hit the entire party or all the enemies simultaneously though, they're worth it. The following room has a man walking around and a PuPu. Save at the PuPu, because this room actually has monsters in it, though you won't be here long. If you get into any battles, they'll be against Trick Bugs, which are essentially Hornets with 70 HP, that've dropped Bio to pick up Slow. You can extract Slow from them if you want to pick a copy up for KioSen now; or you can wait till you get back to Coyas and grab it from a Tengu in Ventry Heights, your choice. They're weak to Fire, and KioSen comes with Fira, so they shouldn't be any problem. At the east end of the room, the door on the bottom of the screen leads to a small room with a treasure chest; inside are two Purity Chalices. The door at the top of the screen is an elevator leading from the floor you're on, Basement Level 3, up to the enemy-free B2. On B2, there's a few NPC's, two doors leading out, and a computer. You can purchase items, weapons, and armor at the computer. Stock up on items, but ignore the weapons and armor; the stuff sold here isn't as good as what you already purchased from Finel Capital's Shop Area. The door on the left leads to the garbage disposal room KioSen was poking around in earlier; there's nothing in there. Take the door at the top-left to floor B1. Up here is a treasure chest that you can't open until after you've talked to Dr. Fesha, who's standing in the bottom-right corner of the room. -=-=-=- Deren and KioSen confront Fesha, though she's amused at Mason's current condition. She notes that Deren's team came looking for him earlier, and claims her Watcher Alpha machine killed them. Naturally, Motor and Fuban choose that very second to walk in from the F1 elevator, putting a lie to her claim. Fesha is stunned, and begins panicking, but not at the realization that she's standing in front of her machine's killers. No, she's worried that her legacy is in danger, and rushes off to go back to building so that she can recreate what she feels is the most important machine of all time. She calls in a new version of her old Bio bosses to hold you off, giving her enough time to escape. Equip the unequipped Motor and Fuban before the battle starts. That Bracer you stole from Watcher Alpha will work well for any of the physical attackers here, especially the already powerful Fuban. If you have a few Pin Rings, pass them around. ___________________ | BOSS - Bio Yomaga \_____________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 1400 | | MP: 1700 | | Class: Demon | | Strong: N/A | | Weak: N/A | | Status: Silence, Slow, Vit Break | | Skills: Break, Magic Hammer, Viral Optimus | | Extract: Esuna | | Carries: 4200 Gil, White Cape | | Steal: N/A | | Blue Magic: N/A | | | | Strategy: Bio Yomaga isn't very tough at all. His major attack is called Viral Optimus, which hits for around 50 HP | | damage, and usually Poisons and Petrifies the target as well. Besides that, he'll do a normal attack with | | his tail, Magic Hammer which zaps away soem of the target's MP, or use Break, which you should be familiar | | with from battles with Lamias. He alternates these attacks enough that you have plenty of recovery time. | | Simply have everyone attack full-blast and he should go down easily enough. You can extract a second copy | | of Esuna from him. | |_________________________________________________________________________________________________________________________| -=-=-=- After beating him, Motor explains the situation to Deren and KioSen, and Fuban raises an eyebrow at having to travel with a doll now. KioSen explains that the room to your east has extra spacepods you can use to get to Coyas. Before you leave, feel free to drop back down to B2 to restock on items if you want to, and be sure to grab the treasure chest to the left of where you fought Bio Yomaga for an X-Potion. The elevator up to F1 won't let you in since that's not where you want to go, so take the door to the right. In here are three doors that lead to escape pods. The left door's pod is gone; Fesha's already used it to take off for parts unknown. So use either of the other two doors to depart for Coyas. Unfortunately, it seems like Fesha cut your fuel line before you left. You make it to Coyas just fine, but have to abandon ship and parachute directly into Mian Forest instead of landing at Darum. This certainly saves you some time though; head straight north to Tazuu Falls to meet up with the rest of your gang. As a quick note though, even though you're supposed to go meet them, Coyas is still navigable before you do so, and there's some interesting bugs that pop up if you explore right now due to missed plot triggers. See section 11.3 for more details. -=-=-=- At the grassy area outside the Falls, the entire group gathers, and Lisbeth debriefs Deren and his crew on the situation, explaining her entire reason for being here. It seems that her people, the Specran race, realized centuries ago that the system's sun was in the process of going nova, and they combined all of their magical power into one force called Wish that has the power to seal the sun and prevent it from exploding. However, Wish was too big to contain on one planet alone, so the Specrans set up temples on all four planets in the system. Unfortunately, that took up a good chunk of time, and the planets Banaru and Zorebas were ruined by the early-stage nova in the process. It also caused the creation of the Vesta Belt, turning it into the circular field currently known as Hell's Dome which contains the other two planets, Coyas and Frena. Despite the nova causing all that, the priestess of the Freyans at the time successfully visited all four temples and used the power of the Wish to seal the sun. After explaining to the surprised KioSen that Frena has a cloak around it and that's why neither he nor anyone else traveling throughout the Dome have heard of the planet, she continues. As the current priestess, her job was to visit all four temples, but with her power drained in the Obeskan rite, she's failed. She also tells Deren and the others about Paradorn, and how the goddess apparently intends to use this system's nova as a fuse to light up the rest of the universe, destroying all of reality in the process. Motor suggests Lisbeth regain her power, but she can't. Once a person absorbs the Wish power, they can't do so again after it's used, and it takes two years to train a new priestess, which would be too late. Deren jumps in here, explaining his past as the prince of Necelia, Kiro Gashmith. Fuban doesn't speak, though he seems to be surprised by this. Deren continues, explaining that after his father's death, he learned of the existence of the Red Temple in the Yoih area, and traveled there hoping the power would bring his father back. Acaden, though Specran, wasn't the Freyan priest of that period. Whether there was one is unknown (unlikely since it would've been 100 years after the last nova reset), and why there was a Specran living on Coyas isn't clear either, though Lisbeth had heard a rumor of Specrans traveling elsewhere. At any rate, Acaden was able to help Kiro absorb the power of the Wish from that temple, and Deren still has a portion of that power now. The group decides that visiting the other three temples with Deren should fix the problem nicely, but then they realize that they have no way of getting out of the Vesta Belt to get to the two ruined planets. They then realize that before they even deal with that, they should concentrate on finding transportation around the system period. Ibis suggests paying a visit to the leader of the Su Karu Hunters in Kortira to borrow his starship. With the conversation over, your objective is to head from Darum to Ally Luna, where you can then travel to Kortira. Before doing that, however, go back into Tazuu Falls. At the branch, go straight up; that magical barrier is gone now that the Obeskans are dead. In the room beyond, another branch leads north and southeast. Southeast leads to nothing; north has a hole in the ground that you can jump over. Slightly farther north is another hole to jump, with a chest to the right holding a Dark Matter. At the far northern end of this tunnel is the Dainsev Lich, who drops your Mag by 20 to give you your first castable Shadow-based attack. You need to already have at least five Dainsevs for him to join; if you've been following this walkthrough step-by-step, that won't be a problem. After getting him, appropriately, the lights in that section of the cave dim, covering the area in shadows, and reaffirming the fact that you've done everything there is to be done in Tazuu Falls. Leave the area. -=-=-=- The scene now switches over to Quenlin, Coral, and Reef, who are onboard a starship heading for destinations unknown. They discuss their plans to break through Vesta Belt to visit the ruined planets, but Quenlin reminds them of the bigger picture: that they can use Skeet's prototype and the filled Cryna to power the Regal Sura, a massive weapon. While the weapon was original designed for blowing a hole through the Vesta Belt, which is what Coral and Reef are excited to see in action, Quenlin also has big plans of using this weapon against his enemies. _____ __________ 4.25 \__________________________________________________________________________________________________________/ ffen_4.25 =========================================================================================================================== Coyas World Tour =========================================================================================================================== Item: Ancient Scroll III, Cryna Orb, Dainsev Carbuncle, Dainsev Odin, Dark Matter x6, Fire Gem x5, Ice Shard x10, Str Boost x5, X-Potion --------------------------------------------------------------------------------------------------------------------------- Before you leave for Kortira, there's some things to take care of on Coyas. Having all seven members of your party together for the first time was the trigger to change the environment in a few areas of the game. In addition, each character now has specific areas they can go to and receive stat increases after character-specific cutscenes. You can take care of this now or after you get the starship in section 4.26, at which point it's easier to travel over Coyas. At the Abandoned Dock, the owner of the place is finally in, and complains about the holes in his boat. Clearly he needs something to seal them up with. The Rubber Paste is what you need, and can be purchased for 300 tickets from the Finel Arcade. See section 10.7 for what this leads to, although half of the sidequest isn't available at the moment. Taking care of the half that is available, however, will net you 18000 Gil, Ancient Scroll V, five Calm of Storms, an Elixir, and five Energy Crystals. Head to Leena's House. -=-=-=- A short cutscene has Leena chatting with Motor here, ending in Motor thanking her for allowing the android to begin to think of herself as a person with real feelings. Motor receives an increase to her MP from this. Over in Ress, the Obeskans are gone and the people are struggling to rebuild their community, chagrined over how easily they were tricked. Visit the graveyard for another cutscene. -=-=-=- Ellana chats with her lost relatives, revealing the fact that she has feelings for both Ibis and Fuban in the process. What a mess indeed. She also apologizes to Motor for her original reaction to the android earlier in the game. Ellana will receive a Str increase after that. In the Obeskan church in the northeast of Ress, you can drop into a hole in the top-right corner of the hall to find a treasure chest with four Dark Matters. In Corret, head to Mason's house. -=-=-=- KioSen has a short discussion with his family, telling his wife Lede and his daughter Cele how much he loves them, and that he's confident he'll return to normal soon with your help. Amusingly, he also tells his daughter to make sure she eats her greens in his absence, to her annoyance. KioSen receives a Vit increase for this. Talk to Dr. Chad next. -=-=-=- The discussion between Deren and Dr. Chad reveals the amusing story of how Deren got his current name, specifically when Chad asked for his name and he glanced at the title of a book on the doctor's bookshelf, swiping the name from that. Upon remembering the story, Deren's pretty annoyed that his name came from such a lame source, but the doctor accurately informs him that it could've been worse. Deren will get an HP increase for that conversation. In the northern continent, now would be a great time to tackle the second half of Ebidar Desert if you didn't do it earlier. Refer to section 4.17 for instructions on that area. At the Astral Tower, you'll be surprised to see that the place is still standing. As it turns out, Dihla was able to yank out a smaller Cryna stone and fill it with her own energy. Doing so kept the tower safe, but the process drained her so much that she's almost too tired to even talk to you right now. Horace offers a new group of five spells now: Bio, Confuse, Silence, Sleep, and Slow. Many of these you should already have, and the chance of it working is still a measly 10%. Necelia is roughly the same as normal, as far as the city is concerned. The castle, which is now open for you to walk in anytime, is full of guards who really have no idea what to do or what to tell the people. There's two secret passageways available now; if you walk into the room behind the stairs, you'll find that the empty treasure chest that was on the far left during the invasion is gone. Walk up to the depression in the wall and hit the Action button to enter. The only thing back here is another golden magical chest you can't unlock, so you'll have to come back later. In the castle courtyard, if you stand in front of the PuPu and walk three steps down, you can then walk to your right, through the wall to a secret area with another golden chest you'll have to come back for later. Back in the city, you can get 15000 Gil from Sir Nido's Museum by taking out a Mushussu, and the Auction House has new items, including a Sealed Beaker weapon for KioSen at 5000 to 7000 Gil, and the Dainsev Carbuncle for a ridiculous 110000 to 140000 Gil, which drops your Str by 30 for a party-wide status condition clearing summon. See sections 10.2 and 10.3 for more info. From Necelia, head east. After the second bridge, on the starting tile of that island, walk down two tiles and face right for two Dark Matters. At the next branch in the road, head right five tiles and face down for an X-Potion. Continue east to reach Yoih. -=-=-=- A short cutscene has Ellana telling Ibis to inform the others to meet her at Wahnu Temple behind the hot springs. Apparently coming back to this area is difficult for her for some reason. You'll find out why at the Temple. Before heading to the Wahnu Temple in the back of Yoih, there's a few things to pick up. This starting screen has a treasure chest hidden in the trees. To get to it, stand below the sign, walk down one step, then walk left into the treeline as far as you can go, then down as far as you can go. Walk right one tile, then down one, then right one, then down one. Go right for a few seconds, then down a few, then left to the chest for Ancient Scroll III. In the second section of Yoih, there's a PuPu as well as the normal range of shops. Keep in mind, however, that you'll no longer endure forced party switches throughout the rest of the game, so you only need to buy weapons for your four-person group of choice from here on out. Weapon-wise, you'll want the Crystal Sword for Deren, the Gear Loader for Motor, the Hell's Tune for Lisbeth, the Gokuu Pole for Ellana, and the Tiger Fangs for Fuban. Buy the Lunatic Beaker for KioSen only if you didn't get the Sealed Beaker from the Auction House. Ibis doesn't have anything available past the Gladius. In the armor shop, you can purchase Diamond Bangles, Astral Robes, Battle Gear, and Diamond Armors. In section three, there's a hot spring that serves as a 450 Gil inn, the Wahnu Temple in the back, and a treasure chest with ten Ice Shards slightly hidden against the treeline at the top-left of the springs. There's also another magical gold chest hidden in the trees on the right that you can ignore for now. Enter Wahnu Temple for another cutscene. -=-=-=- Ellana explains what happened to Yoih in the last three years to turn it into a tourist attraction, and how she ended up in Necelia castle, where she grew close to King Goman and Queen Piloma to the point that they were like another set of parents to her. She thanks the entire party, including Ibis and Fuban specifically, for not thinking less of her after learning of the downfall of Yoih's honor. After the conversation, Ellana receives a Mag increase. Leave Yoih. At the branch in the road, go south about ten tiles and face right to gain entrance to the Secluded Dojo. To get to the building, you'll need to hop across the tree stumps in the river; stand at the edge of the shore facing the first stump and hit the Action button to hop to it. Then just hit the Action button facing in the direction you want to travel to continue hopping. -=-=-=- Inside the dojo, Fuban saying hello to his master incites a wave of surprise through the group when they learn that Fuban is his master's name, not his. He instructs you to take him to Necelia Castle before he'll tell you his full past. Before you go, re-enter the dojo and speak to the master, and he'll teach Fuban the contents of the Ancient Scroll III you picked up earlier, which gives Fuban a Vit increase. If you have Ancient Scroll IV from Finel Arcade, go ahead and give that to him as well to give Fuban the Blaster skill; Ancient Scroll V from the first half of the 10.7 sidequest mentioned earlier will give him a Str increase. The are six scrolls in all, so you have three more to track down as you play. Leave the dojo. Follow the road south; it heads west, and then south again. At the point it heads south again, walk down two tiles and face left to pick up five Fire Gems. Further south is the entrance to the Red Temple, which you're actually ready for now roughly, but we'll tackle that after Kortira. Go back to Necelia and enter the foyer of the castle. -=-=-=- Fuban will tell the party the story of his past. It turns out that he's actually Ralon Gashmith, the son of King Goman and Queen Piloma, which explains why he reacted to any mention of them since he's been with you. He died saving people in a brutal fire years ago, and his mother used a mystical artifact to bring him back, but the overusage of the device before that point made Fuban half crazy as a result. He left the castle after almost attacking his mom, and the master at the dojo took him in, teaching him to control his violent impulses. Ellana tells him he needs to take the throne now that his parents are gone, but he refuses, saying that he's enjoying fighting too much to bother leading a kingdom. The conversation ends with Fuban telling Deren that if it turns out they're related, as it looks like they should be, that Fuban won't be calling Deren "grandpa" anytime soon. Fuban will receive an MP increase after this cutscene. While you're in Necelia, feel free to drop by the Trader outside the Auction House. Those five Fire Gems (item #12) you picked up a few seconds ago can net you a Firaga spell, and your ten Dark Matters (#32) will get you the Dainsev Odin, which drops Vit by 20 for a summon that can cause instant KO's to all minor enemies. That's it for Coyas at the moment. Walk all the way back to Darum and catch a flight to Ally Luna. From there, you're supposed to go to Kortira, but you have other options as well, though these all can wait until you've got the starship and can travel space for free. Arleah has problems with their space port, so you can't go there at the moment, but you can return to Stars Bliss if you like. The treasure chest in the top-right corner of the junkyard you couldn't get before will give you a single Cryna Orb. There's also a new treasure chest available in the sewers, behind the first locked metal gate in that original four-way crossroad (the gate is now unlocked); it gives you five Str Boosts. Superstar Ako is in the SB.TV Station, though you only get to see a cutscene with her, and can't talk to her. In addition, you can use that Six Star Club Pass you got at Finel Capital to get inside the casino now. See section 10.5 for more info on the games you can play there. When you're ready, head to Kortira. _____ __________ 4.26 \__________________________________________________________________________________________________________/ ffen_4.26 =========================================================================================================================== Kortira =========================================================================================================================== Boss: Cid Item: Dainsev Phoenix, Posh Wallet x5, Spd Boost x2, Str Boost x2 --------------------------------------------------------------------------------------------------------------------------- As you walk out of the Space Port, Ibis tells you that the Su Karu Hunters are based out of a cave on the southwest section of the asteroid. We'll get there in a minute, but there's stuff to do first. Tell Ibis that he surprises you for a three point increase to his Love Points, or tell him he's annoying for a curse out and a three point drop. This entire asteroid is full of empty treasure chests, confirming the style of people that live here, but there's a few chests for you to pick up. In this first area, head straight north and into the metal gate next to the singing Azo, apparently Ako's sister. In the cave behind the gate, go to the far north corner; there's a chest hidden next to a wall tile up there with two Str Boosts. Back outside, follow the path northwest to the second area. Here there's several tents that serve as shops, including a 450 Gil inn and a Trader at the top. Ignore the weapons and armor; Kortira sells roughly what Finel Capital did, and the stuff you got from Yoih puts it all to shame. South of the armor shop is another cave, with a golden magic chest inside. Head west from this screen to enter a branching tunnel leading to the third area. In this area, the bottom-right tent houses a chest with two Spd Boosts. The metal grate to the north leads to a cave where you can spend money and dig for prizes, including the Phoenix Dainsev, which drops your Spd by 30 to give you a party-wide Raise casting summon, and the Shield Armor, which has Fire, Ice, and Thunder Grd all in one outfit. See section 10.6 for more information. The cave to the south leads to the Su Karu Hideout; heal up and save at the nearby PuPu before you go in. -=-=-=- Inside, only Deren, Motor, and Ibis wait for the leader; the rest of the group decided that having everyone pile in would look threatening, and Deren agrees, if only because of Fuban. Ask who you're waiting for to let Motor's Love Points stay the same. Telling her she should leave will give her a four point drop. -=-=-=- Ibis says the leader, Cid Mazahl, is waiting in the next room, but Cid decides not to keep you waiting and walks in. Ibis asks Deren to explain the situation. In order for Cid to loan you his starship, the Lawless, you'll need to do two things. Step #1 is to answer his question correctly, which is "Lots of treasure". Step #2 is to beat him in combat. ____________ | BOSS - Cid \____________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 900 | | MP: 500 | | Class: N/A | | Strong: N/A | | Weak: N/A | | Status: Poison, Mag Break, Silence, Slow, Str Break, Vit Break | | Skills: Cura, Might | | Extract: N/A | | Carries: N/A | | Steal: N/A | | Blue Magic: N/A | | | | Strategy: If you picked up the weapons and armor from Yoih, this shouldn't be too tough a battle. He's got 900 HP, | | and uses Might and Cura besides his normal attack. Cura he only tends to use if you hurt him badly with | | with magic; stick to physical attacks only. Get back at him after he uses Might by using your Power Break | | to drop his Str back down. To be safe, make sure you cure yourself when your HP drops near 100. You can | | also use Bio on him as a humorous alternative; he'll do himself in fairly quickly that way. He has nothing | | to extract, so don't waste time using a Cryna Orb. | |_________________________________________________________________________________________________________________________| -=-=-=- After defeating him, he lets you take the Lawless, but before that, he delivers Ibis the upsetting news that Reju was killed by Coral and Reef recently, apparently as a result of him following them upon hearing that they had escaped from prison. Ibis has no time to contemplate that though; Kidora suddenly appears. It turns out she's Cid's daughter, which raises a lot of questions about the Su Karu Hunters and Darum's vandalism. Upon her entrance though, Kidora delivers the devastating news that Regal Sura is online, and Arleah was just blown away by the weapon. Deren decides that the group needs to talk this over outside. Kidora reminds him that she's still selling weapons, just here on Kortira now instead of at Darum. Reset your party. Before you leave the Hunters' base, head to the bottom section of the room. A treasure chest hidden behind the byobu (the Japanese folding screen) to the left contains five Posh Wallets. You can also purchase the Rocket Punch and Stone Sealer machinery items for Motor from Kidora right now, for 5000 and 7000 Gil respectively. Head back outside. -=-=-=- The group gets into an argument on what they should do first, stop Quenlin or halt the nova. KioSen breaks it up by pointing out that they can't get to the other temples yet anyways, not until you drop in on Regal Sura yourself to blast a hole through Vesta Belt. With the conversation over, the Board Ship command is added to the PuPu menu. Use it now. Onboard the Lawless, you can talk to your whole party; most of them hold interesting conversations with Deren, though Ellana and Fuban both tell you info that you already know: where to find Yoih and the Secluded Dojo. Talking to Motor in the bridge brings up a list of locations you can travel to. Your next destination is the Regal Sura. _____ __________ 4.27 \__________________________________________________________________________________________________________/ ffen_4.27 =========================================================================================================================== Regal Sura =========================================================================================================================== Enemy: Bashura (2), Behemoth (1), Hybrid (1), Tengu Mage (2), Zuu (2/3) Boss: Security Wall, Coral/Reef Extract: Might, Comet, Drain, Stop, Protect, N/A, N/A, Hastega Item: 5000 Gil, Chef's Knife x4, Cryna Orb x10, Dainsev Atomos, Dark Matter x2, Flash Bomb x2, Mega Potion --------------------------------------------------------------------------------------------------------------------------- -=-=-=- Upon arriving, Deren expresses surprise that they could just land without a problem, and then remembers Quenlin's on that face-off kick and probably wanted you to land. Lisbeth asks where they're hiding since the place is pretty big; KioSen mentions that he remembers reading about the main cannon being on the lowest level, and assumes they're down there. Onboard the Regal Sura, you'll encounter Bashuras, Behemoths, Hybrids, Tengu Mages, and Zuu. Bashura come with 180 HP each, and use Bio, Silence, and Multi Might. Standard fighting tactics apply to them, since they don't hurt you that badly and they're not weak to anything in particular. Behemoths can be very dangerous if you don't take them out quick. They have 250 MP, and tend to use most of it up by casting Comet, and Multi Comet if their health is below 25%. They also have Magic Hammer, a skill which makes a character lose a chunk of MP. Your best bet is to hit them with your best attacks as quickly as possible, stopping only when you have no choice but to heal. However, if Deren's using one of the two swords from Yoih, then it's likely that you'll be hitting Behemoths with 150 to 200 HP damage with each hit, which definitely knocks their 320 HP down to size. Hybrids come with very few abilities. They only use Drain, Multi Drain, and Jade Coin, a skill that has a 50/50 chance of either healing all of the Hybrid's damage, or killing it outright. Since Hybrids can't do much damage to you, feel free to take your time in downing them. Tengu Mages have a few more tricks up their sleeves than their cousins from Ventry Heights. The Mages come with the Tengus' original Mind Blast and Stop, but they upped Slow to the party-hitting Slowga, and they've replaced Drain with Multi Stop. Except for Mind Blast though, which they don't use often if Ellana's not wearing the Lamia Tiara, their attacking power stays relatively low. Use Esunas or Remedies where necessary and hack away. Zuu are pretty easy. They're sort of a mix between Garuda and Bugs: flying birds with poisonous attacks. They're weak to Shadow, which makes Lisbeth's Bizarro Energy Terrain attack or the Lich Dainsev viable, but with only 100 HP apiece, they go down fairly quickly anyway, even if they cast Protect. You can extract Might from Bashuras, Comet from Behemoths, Drain from Hybrids, Stop from Tengu Mages, and Protect from Zuus. Drain and Protect you should already have. Might you may want another copy of since the last time you were able to get it, assuming you haven't traded Hero Drinks for it, was your first time in Mian Forest. Stop you'll definitely want to pick up, as well as Comet. Ellana can learn Jade Coin from Hybrids, though that's a dangerous spell to be using on a regular basis. She can also learn Magic Hammer from the Behemoths. From where you start, head slightly southeast. Where the green pipe crosses the screen horizontally above the building, you can actually walk under the pipe, in reality behind that building, to get to a treasure chest with four Chef's Knives. Continue to follow the path. When you hit the top of the area, dart west for a chest with ten Cryna Orbs. Following the path further, you'll have to go behind a building to continue, and right after that is a chest with two Flash Bombs to the north. One last chest on this level of the weapon awaits near the end of the section; you should see it in almost plain sight. You'll have to walk along the hidden tile of the bottom wall to get to it. Inside is 5000 Gil. A PuPu is near the top; heal up and save, because that energy barrier blocking the elevator is actually a boss. ______________________ | BOSS - Security Wall \__________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 1500 | | MP: 2200 | | Class: N/A | | Strong: Fire, Ice, Thunder, Water (changes every three turns) | | Weak: Fire, Ice, Thunder, Water (changes every three turns) | | Status: Mag Break, Slow | | Skills: Blizzara, Blizzaga, Fira, Firaga, Multi Blizzara, Multi Fira, Multi Thundara, Multi Watara, Thundara, | | Thundaga, Watara, Wataga | | Extract: N/A | | Carries: 4500 Gil, Vit Boost | | Steal: Limited Moon | | Blue Magic: N/A | | | | Strategy: Security Wall is an interesting boss, because it forces you to switch your party's tactics. It's | | invulnerable to all physical attacks, so your spellcasters will be the ones damaging, while the physical | | attackers just sit around and heal. The Wall has four modes, one for each of the base elements, and will | | use the Ra, Ga, and Multi Ra spells of each, so damage will rack up, unless you attempt to have Deren Mag | | Break the boss. Unfortunately, there's no way of telling which element its attuned to. You'll have to wait | | for it to attack, and then start countering with the element it's currently weak to as much as possible | | before it changes elements three turns later. As a reminder, Fire and Ice are weak to each other, while | | Thunder and Water are weak to each other. Alternately, you can have the spellcasters use non-elemental | | spells, like the Comet you may have just picked up, or some of Ellana's Blue Magic. As long as you keep | | your HP relatively high, this battle shouldn't take long. Ibis can steal the Limited Moon relic from it. | | Despite the wealth of elemental spells, you can't extract anything from this boss. | |_________________________________________________________________________________________________________________________| Behind the door is a room with a chest containing a Mega Potion, an elevator door on the left that's not receiving any power, a working computer, and a panel on the right that serves as a number puzzle. The computer explains that Regal Sura has a system in check to fix elevators with no power; you're supposed to use these control panels to get the power running on that floor again. Each panel gives you a target number and several shock numbers. Starting at 0, you're supposed to add 3, 5, or 7 continuously to reach the target number without hitting any of the shock numbers, or the panel will reset and you'll have to try again. If you hit the target number successfully, the elevator on that floor will begin running again. Unlike the codes in Fesha's lab, the target and shock numbers don't change per playthrough. If you're good at math, you may want to try this on your own for kicks. If you're not, the following paragraph contains the needed steps. Note that the steps below are just one way; there are multiple combinations you can successfully use here. For Floor 1's panel, add 5, 3, 7, and 7 in that order to activate the elevator. For Basement Level 1, add 7, 5, 5, 3, 5, and 5 in that order. On B2, use 7, 5, 7, 5, 7, 3, 7, and 3. B3's combination is 7, 5, 5, 3, 5, 5, 7, 3, 3, and 7. Enter Floor 1's needed combination and go down to level B1. There's a treasure chest below the barrels at the bottom of the screen with two Dark Matters. The right-hand panel is broken, so enter the combination for this floor on the left-hand panel to activate the elevator. Of the four panels in level B2, the left one of the two in the top-right corner is the working one. Enter the code. Heal up and save at the PuPu before taking the left-hand elevator down to B3. If you want Ellana to pick up a Blue Magic skill in the upcoming battle, give her the Limited Moon you may have just stolen from the Security Wall now. Otherwise, equip it on whoever you want to keep Berserk-free during the battle. -=-=-=- Upon entering B3, Coral and Reef express pleasure at the appearance of your team, ready for a battle, though Quenlin can't resist tossing off an insult about the raggedy looking group. At Ibis' rebuttal, Quenlin explains that they killed Reju because he was sticking his nose where it didn't belong, much like you. Ellana fires back with the point that the crimes they've done have made it their business. Coral and Reef get tired of the dialogue and want to fight. Quenlin decides to sit this one out. _____________________ | BOSS - Coral & Reef \___________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: Coral: 875 | | Reef: 1000 | | MP: Coral: 1200 | | Reef: 950 | | Class: N/A | | Strong: N/A | | Weak: N/A | | Status: Coral: Mag Break, Poison, Slow, Str Break, Vit Break | | Reef: Mag Break, Poison, Silence, Slow, Str Break, Vit Break | | Skills: Coral: Moon Blast, Wandaflare, Wandashock | | Reef: Cura, Hastega, Protega | | Extract: Hastega | | Carries: 4700 Gil, Turbo Ether, X-Potion | | Steal: Mag Boost | | Blue Magic: Moon Flute | | | | Strategy: While both members of this duo physically attack, Coral generally serves as the magical attacker while | | Reef provides support. Reef casts Cura, Hastega, and Protega to keep them a step ahead of your party, and | | Coral breaks out the Confusing skill Wandashock, the hard-hitting Wandaflare, and the Berserk causing Moon | | Blast. Your general tactic here is to concentrate on taking out one person, and then down the other; don't | | split your concentration between them both, unless you've been totally Berserked and have no choice. | | Taking out Coral first is more logical, unless you're trying to stall for enough time to learn Moon Flute, | | which can be picked up by Ellana when Coral uses Moon Blast. You can extract the exceptionally useful | | Hastega during this battle. Ibis can steal a Mag Boost. | |_________________________________________________________________________________________________________________________| -=-=-=- Coral and Reef collapse. The party threatens Quenlin, but he confuses everyone by laughing and claiming he has a date with destiny, and then surprises them by magically teleporting himself and the two downed lackeys out. While Ellana tries to comfort Ibis over him losing his chance to take out Quenlin, Lisbeth reminds Deren that Vesta Belt still needs to have a hole blown through it. The Filled Cryna from Astral Tower is nearly empty, but Motor manages to dredge up enough power to blast a hole for you to travel to the other two planets with. The "slight shake" she warned the party would occur upon usage of the weapon knocks everyone across the room like dominoes, except for Fuban, who's standing in the same spot he was before and claims to have not felt a thing. At this point, you're supposed to go back to the last PuPu and board the Lawless, but before you do that, activate the panel in the bottom-left corner of the room and enter floor B3's combination code to gain access to the dirt-filled B4. Down here awaits the Dainsev Atomos, which drops your Spd by 20 to give you a Gravity-based summon. Board the Lawless. Before tackling the next sections, you may want to drop back by Necelia; Sir Nido has a new monster available in his Museum, as section 10.2 goes into its usual detail on. You can also drop into Cafe Luna on the Ally Luna asteroid for an amusing double cutscene involving Ibis and KioSen. Both characters will receive a Spd boost for this. In addition, dropping by the Six Star Casino will result in another cutscene for Ibis, which gives him an HP Boost. Finally, drop by Kortira to purchase Kidora's final machinery item for Motor, Micro Missiles, for 10000 Gil. The next four sections of the walkthrough involve going to each of the Wish Temples on the four planets, and can be done in any order. Keep in mind, though, that you'll pick up the Ga spells for each element in each temple, so you may want to go in the order of whichever temple you have the most powerful spells for at the moment. Also note that, though the armor you picked up from Yoih is quite powerful, it's a much better idea to pick up the 2400 Gil elemental robes prior to going into each temple; they'll cut all the damage you take from that element by half. You can buy these in Corret, Necelia, Finel, or Kortira. Also recall that if a character wears an elemental robe and the same elemental Shell spell is cast on them, they'll become completely invulnerable to damage from attacks of those elements. Keep that in mind for much easier battles, especially against the temple bosses. Also note that, as mentioned earlier, Shield Armor can be purchased for 400 tickets at Esume's Dig Operation, though you must get the Phoenix Dainsev before it becomes available. Shield Armor has Fire, Ice, and Thunder Grd all in one, so if any character is wearing it, you don't have to bother getting them Fire, Ice, or Thunder Robes before entering the Red, White, and Yellow Temples. _____ __________ 4.28 \__________________________________________________________________________________________________________/ ffen_4.28 =========================================================================================================================== Red Temple =========================================================================================================================== Enemy: Explosive (1/2), Fire Flan (3), Red Dragon (1), Skoll (2) Boss: Salamander Extract: Firaga, Fire Shell, Slow, Fira, Slowga Item: Elixir, Hi-Potion x5, Hourglass, Mag Boost x3, Plate Mail, Sands of Time x5 --------------------------------------------------------------------------------------------------------------------------- From Necelia, travel south, past Yoih and the Secluded Dojo, to reach the cave entrance to the Red Temple. Make sure you have Fire Robes or Shield Armors equipped across the whole party, or you'll get trounced. -=-=-=- Upon entering, KioSen complains that you've found nothing but a stupid cave and that they need to hunt for the actual entrance. Deren and Lisbeth inform him that the entrance is right there in front of him; only people sensitive to the wish energy can see it. One flash of light later, it appears for the whole party to take advantage of. Walk into the main section of the temple; there's a PuPu in this room for your convenience. You'll fight Explosives, Fire Flan, Red Dragons, and Skoll. Explosives are just like Grenades except they use Multi Fira and Firaga instead of Multi Fire and Fira. They still enjoy hitting you with Dispel Fire, and Self Destructing as well. Fire Flan are just Flan with Fira and Firaga. Red Dragons, surprisingly, don't use much Fire-based attacks, though they're still strong against the element. They generally stick with Mustard Bomb, a skill which hits for damage and stops a character, and occasionally they'll use Haste, Might, or Slowga as well. Skoll are essentially the same wolf types creatures you've seen before, like Dingos, Lobo, and Garm. They still have Carnivore, but use Fira, Firaga, and Multi Fire now. Every enemy in this area except for the Dragons are weak to Ice spells, so use Blizzara (and Blizzaga if you have it) for maximum effect. For the Dragons, just fight normally. Don't take chances; keep your health up while fighting, and heal after every battle. You can extract Firaga from the Explosives, Fire Shell from the Fire Flan, Slow from the Red Dragons, and Fira from the Skolls. Fire Shell, Fira, and Slow you probably don't need extras of at this point, but Firaga you'll definitely want to pick up. There are four rooms in this dungeon; the room you start in, a room on either side, and a room far to the north that's inaccessible until you solve the simple puzzles in the left and right rooms. To begin, head for the western room. Walk to the edge of the floor; you can jump across the rocks here just like you jumped across the tree stumps outside of the Secluded Dojo. Jump left one, up one, and down four, then walk right to a chest with five Sands of Time. Walk back to the edge, and jump up four rocks, walk to the top of the platform, jump right three, up two, left five, walk a tile left, and jump down two for a chest with five Hi-Potions. Jump up two, left three, and down three to reach a ledge. West along this small path is a dragon-shaped statue; examine it and move its right wing. Back at the last ledge, jump right two, down four, and left three for a chest with three Mag Boosts. Return to the center room. In the center room, head east to the next room. You'll notice that the statue you just manipulated created half of a rock bridge as you pass by. In the eastern room, face the lower row of rocks, hop right six times to a ledge, then hop right another four times to reach the next ledge. Examine the bones in the corner and push the button, then return to the starting ledge. Face the top tow of rocks, jump right three, up four, and right three to a ledge. Stand at the triangle and jump right two for a chest with Plate Mail. Jump back to the triangle, then go down two, right four, and up three to another ledge. Press the button on the bones here; six new hopping rocks will appear along the path now that these two buttons have been pressed. On your way back to the triangle from here, you'll now be able to reach a chest with an Hourglass, and another chest you'll pass on your way back to the starting ledge has an Elixir. At the triangle on the original ledge, jump up four to reach another dragon statue. Move the left wing, then return to the center room. Back in the starting room, the bridge is now up, and there's a room beyond it. Heal up and save before you cross. -=-=-=- If this is the first temple you've visited, upon entering the room, Deren remarks that it's just like he remembers. A mysterious voice asks him if he's trying to stop the nova. Upon his confirmation, the voice reveals herself to be Paradorn, and drops Salamander on top of you. If this isn't the first temple you've visited, Salamander just threatens to turn you to ash before immediately attacking you. ___________________ | BOSS - Salamander \_____________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 2800 | | MP: 2200 | | Class: Dragon | | Strong: Fire | | Weak: Ice | | Status: Mag Break, Silence, Slow, Str Break | | Skills: Cross Slice, Dispel Fire, Firaga, Mustard Bomb | | Extract: Slowga | | Carries: 6000 Gil, Fire Gem | | Steal: HP Boost | | Blue Magic: N/A | | | | Strategy: If you don't have Fire Robes, this boss is nigh impossible. If you do, he's just difficult. If you Haste | | your whole party ASAP (the Hastega spell from Coral and Reef works wonders for that trick), then he gets a | | bit better, as you'll always have time to heal yourself before he tries his next attack. If you cast Fire | | Shell on everyone in addition to having them wear the Robes, this boss will almost become a pushover. He's | | fond of using Cross Slice, an attack that will hit everyone for 70 to 80 HP damage, as well as Firaga and | | Mustard Bomb. Naturally he'll start off with Dispel Fire to make some of that more painful. As usual with | | enemies in this temple, have the casters use Ice spells, while Deren uses his break skills. Then have | | everyone else attack nonstop, heal when necessary, and it won't take too long to take him out. Ibis can | | steal an HP Boost from him, and you can also extract Slowga. | |_________________________________________________________________________________________________________________________| -=-=-=- Upon Salamander's defeat, if she talked to you before, Paradorn is interestingly amused in your skill, but claims you'll never beat all of her spawn, and vanishes. Whether it's your first temple or not, Deren will then walk up to the red crystal at the top of the screen, and the Red Temple Wish inside his body will be repowered. You're done with this temple now; feel free to leave. _____ __________ 4.29 \__________________________________________________________________________________________________________/ ffen_4.29 =========================================================================================================================== White Temple =========================================================================================================================== Enemy: Adamantoise (1/2), Ice Flan (3), Lizard Man (2), White Dragon (1) Boss: Bahamut, Valkyrie Extract: Blizzaga, Water Shell, Blizzara, Esuna, Protega Item: Cat's Cradle, Cryna Orb x5, Dainsev Bahamut, Dream Dust x5, Hi-Potion x2, Ice Gem x5, Ice Robe, Lucky Bell, Mag Boost x2, Phoenix Tail x2, Pin Ring, Star Bottle --------------------------------------------------------------------------------------------------------------------------- Make sure you pick up Ice Robes from Corret, Necelia, Finel, or Kortira (or Shield Armors from Kortira's Dig Operation) before tackling this section. You may also want to pick up a few Pin Rings; you'll get one inside the temple, and you probably already have a White Cape handy, but you'll need at least two more items to keep people from being Petrified during the boss fight. When you're ready, board the Lawless and fly to Zorebas. KioSen will have a quick conversation with Deren here touching on his ability to not feel the blinding cold; neither choice in the conversation makes a difference. Head south to leave the area. The planet of Zorebas was one of the two planets outside Vesta Belt that were ruined as a result of the nova's early stages. In this planet's case, the entire sphere is in the middle of an ice age. From the Bottom Land starting point on the world map, walk down seven tiles and face left for five Ice Gems. At the branch in the road, head right two tiles and face up for two Mag Boosts. At the end of this path is a Frozen Lake; walk up to the top ledge below the broken ice and hit the Action button to sip the water and refill your HP and MP. Further south is the White Temple. Inside the temple, you'll fight Adamantoises, Ice Flan, Lizard Men, and White Dragons. Adamantoises use Might, Protect, Blizzaga, and Petrify. Use Stona/Softs where necessary. If Deren has the Crystal Sword, they'll go down in one or two hits each. Ice Flan are identical to Fire Flan, just with Ice spells, although you steal and extract Water items from them, oddly enough. Lizard Men use Multi Blizzara and Blizzaga, and that's about it. If you dropped by Sir Nido's earlier, you'll know what to expect with White Dragons. They cast White Wind, which heals both them and your own party by the amount of HP they currently have, Winter Snow, which puts your whole party to sleep, and Freeze, which stops a character. Wait for them to blow through their MP and then attack. Adamantoises and Ice Flan are weak to Fire spells, while Lizard Men and White Dragons just require basic firepower. Cryna Orbs will get you Blizzaga from Adamantoises, Water Shell from Ice Flan, Blizzara from Lizard Men, and Esuna from White Dragons. Of all that, probably the only thing you'll need is Blizzaga. Ellana can learn White Wind from the White Dragons; the Blue Magic spell is sometimes more efficient to use than Cura or Curaga. Note, however, that when Ellana uses it, unlike White Dragons, she heals your party only, and not the enemies as well. From the start, head to your left and walk onto the ice. You'll slide along the ice trail; there are a bunch of ice trails like this to follow throughout the dungeon. When you stop, take the nearby ice trail south for a treasure chest with a Lucky Bell. Back at the starting section, take the left of the two ice trails heading down, and then take another ice trail to the left for a chest with two Phoenix Tails. Take the right of the two down-facing ice trails in the first section to move on. In this spot, there's an ice trail leading up at the far left; take it to get a chest with an Ice Robe. There's also a PuPu, and right below him is a wider ice trail. Slide down the far right side of the trail to get a chest with two Hi-Potions. Slide down the left side next. There's two wide trails leading on from this point: one heading west, and one heading south. We'll take the west one first. One tile up from the bottom of the trail, slide to the left. Follow the path outside the cave and back in to a chest with a Cat's Cradle. Back inside, slide to the left across the top of the trail and follow the path outside the Temple entirely. Back on the world map, when the path turns west, walk left one tile and face down for five Dream Dusts. Heal up and save before entering the Small Bluff. You'll also want to take off your Ice Robes and re-equip whatever armor you had beforehand; the boss here doesn't use Ice spells, so you can go into this battle with your better armor this time. Climbing the small cliff to its top leads you to a lone Dainsev who asks what you're doing there. Claim you want to defeat him to begin a battle with the powerful Bahamut. ________________ | BOSS - Bahamut \________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 3200 | | MP: 3200 | | Class: Dragon | | Strong: N/A | | Weak: N/A | | Status: Mag Break, Slow, Stop | | Skills: Cross Slice, Mega Flare, Might | | Extract: N/A | | Carries: N/A | | Steal: Aura Knuckles | | Blue Magic: N/A | | | | Strategy: Bahamut's attacks are all powerful enough to cause loads of damage, so Hasting everyone at the start will | | make things a bit easier. He generally switches between a normal attack and Cross Slice; occasionally | | he'll use Might as well. Rarely he'll use his Mega Flare summon move; if he does, that may very nearly be | | Game Over right there, especially if no-one in your party has more HP than 250. If you're still alive, try | | your hardest to bring any KO'd people back to life; you'll want as many people alive as possible to | | survive this battle. Slow works 80% of the time, while Mag Break and Stop only work 40%. Mag Break only | | reduces Might's effectiveness, but Stop can help tremendously if it goes through. Have your casters use | | their most powerful spells (Comet is nice here) while everybody else attacks nonstop. If anybody gets | | hurt, heal them immediately. With luck, you'll make it through the battle. Bahamut doesn't have any spells | | to extract. Ibis can steal Aura Knuckles, but Fuban has better weapons available than that, so it's | | probably not worth the trouble. | |_________________________________________________________________________________________________________________________| After finishing him off, you'll receive his extremely useful Dainsev as a reward. Leave the Small Bluff. Heal up, re-equip your Ice Robes, and save your game before going back into the White Temple; you don't want to have to do that battle again thanks to an accidental death by a minor enemy. Back inside the White Temple, take the small ice trails back to the last room you exited from. This time we'll want to take the south wider ice trail we passed up before. Sliding down the left side of the trail gets you a chest with a Star Bottle. Slide down the right side to reach another wide trail. On this trail, you'll want to slide up the second tile from the far right to reach a chest with a Pin Ring. Slide down the center of the previous wide trail to reach the next section of the temple. In this area, stand on the left side of the room, walk right one tile, and slide down the ice trail to reach a chest with five Cryna Orbs. Slide back up, walk right four more tiles, and slide down again. Follow the path to a PuPu and the entrance to the crystal room of the temple, where the boss awaits. Heal, equip any Pin Rings or White Capes you have handy to as many members of your party as possible, and save. -=-=-=- If this is your first temple, Paradorn will talk to you. If not, the Valkyrie boss herself calls you out, and then starts the battle. _________________ | BOSS - Valkyrie \_______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 2400 | | MP: 2400 | | Class: Demon | | Strong: Ice | | Weak: Fire | | Status: Confuse, Mag Break, Sleep, Slow, Vit Break | | Skills: Absolute Zero, Blizzaga, Dispel Ice, Freeze | | Extract: Protega | | Carries: 6000 Gil, Ice Gem | | Steal: HP Boost | | Blue Magic: N/A | | | | Strategy: With Ice Robes and Pin Rings across the board, this battle is fairly easy, even if you don't bother with | | Ice Shell. Valkyrie will usually start the battle off by casting Dispel Ice; while she's doing this, Haste | | your party. She also has Blizzaga, Freeze, and a move called Absolute Zero that Stones the entire group. | | Use Esuna/Remedies where necessary to counter her Freeze. Put the Firagas you gained in the Red Temple to | | excellent use here, and her 2400 HP should vanish in no time flat. You can extract Protega from her, and | | Ibis can steal an HP Boost. | |_________________________________________________________________________________________________________________________| With Valkyrie gone, you'll pick up the White Temple Wish. Use the nearby PuPu to leave. _____ __________ 4.30 \__________________________________________________________________________________________________________/ ffen_4.30 =========================================================================================================================== Yellow Temple =========================================================================================================================== Enemy: Amdusias (1/2), Kactuar (2/3), Sacred Vision x3, Thunder Flan (3), Yellow Dragon (1) Boss: Sacred/War Hammer Extract: Thundaga, Thundara, N/A, Thunder Shell, Stop, Hastega Item: 5000 Gil, Cryna Orb x10, Hi-Potion x2, Limited Moon, Mute Mask x5, Remedy x2, Sage Robe, Thunder Gem x5, Thunder Robe, X-Potion --------------------------------------------------------------------------------------------------------------------------- As usual with the temples, make sure you purchase and equip four Thunder Robes for your party from Corret, Necelia, Finel, or Kortira (or Shield Armors from Kortira's Dig Operation) before starting this trip. The Yellow Temple can be found on the planet Frena. -=-=-=- The scene picks up in the entrance of the small town of Vahl Eier, Lisbeth's home. After Deren and Motor snap her out of an onrush of memories, she explains to them that an area called Osha is to the east of the town, and the Yellow Temple is to the northeast. Osha is where she was taught to obtain her wish power, so any questions the group has on the power can be answered by going there. She apologizes for feeling homesick since it's only been a few days since the game started, when she left Frena. Motor tells her it's alright to miss her home, even if only a few days has passed. Deren is surprised by Motor's increasing displays of humanity. From where you start, heading east a screen takes you to the world map. Head west first instead, into the actual town. In this area are a bunch of Specrans who blink at your human look, and a few treehouses. The treehouse at the left sells the same weapons and armor you can find at Yoih, while the one on the right is a standard item shop. Stand in front of the door of the middle house, walk right two tiles, up two, and then walk right into the treeline as far as you can go. Walk down as far as you can go, then go left across the bottom of the screen to reach a chest with an X-Potion. The north area of the town contains one treehouse and a treasure chest. The house is Lisbeth's; enter for a small memory cutscene and a Str increase. While standing in front of her front door, walk left into the treeline as far as you can go, up as far as you can go, then right all the way across the screen. Walk down a tile, then right two, then as far down as you can go. From that spot, walk back up two, then left one, then up one, then left one. Walk straight up from here to the chest which contains a Sage Robe. If you try and reverse those directions to get back out and get lost back near the top-right corner of the treeline, just go up as far as you can, left as far as you can, and you should be able to walk right two tiles and then up one to get back to the very top, at which point you can walk left all the way across, down again, and right out of the trees. Leave Vahl Eier. On the world map, walk right ten tiles and face down for 5000 Gil. Continue east to Osha. Straight east from the entrance you'll see another golden magic chest you'll have to ignore for now. Inside, you'll meet Giron, Osha's High Priest and Lisbeth's mentor. A quick cutscene involving the two of them and Deren results in an MP increase for Lisbeth. The door on his right leads into a library with a staircase in the back. Check out the books in the left room for some history on Frena and the nova before heading upstairs. You can rest in the room on the left up here if you walk up to one of the beds and hit the Action button. The room on the right contains a chest with Ancient Scroll I, which you can take back to the Secluded Dojo and show to the master to be taught Fuban's Auto-Life casting Aura skill. Back on the world map, from the branch leading north, walk up twelve tiles. If you head left here, you'll go to a secret shrine, in which a Weapon-level boss fight awaits; more information on this is in section 10.8. You're not ready for it now though, so continue following the path. When it turns east, walk right four tiles and face up for five Thunder Gems. At the end of the path is the Yellow Temple entrance. Inside the temple, you'll face Amdusiases, Kactuars, Sacred Visions, Thunder Flan, and Yellow Dragons. An Amdusias uses Dispel Thunder, Multi Thundara, Thundaga, and a skill called Gaspless which Silences your party. They're weak to Water, so hurt them badly with Watara, or Wataga if you have it. They only have 230 HP, so it shouldn't take long to take them out; your fighters can probably down a single Amdusias in one round at this point. Kactuar are the same as their original Ebidar Desert incarnations for the most part, including using 100 Needles, Confuse, Out to Lunch, and Stop. Haste still does no good thanks to their high Spd. Their only differences now are that they have 80 HP instead of 38, they give up different things to extracting and stealing, and they're only strong against Thunder, Fire, and Ice spells instead of all six elements. This opens up a few more options as far as spellcasting goes. Hard-hitting baseless spells like Comet will usually take a single Kactuar out. Also, Ibis' Gladius weapon has Crawler Stk, so if you've got him in your party, he should be able to down a Kactuar in one hit as well. Deren's Rough Dive should be able to do the same. Alternatively, though this wastes a lot of MP, one of the easiest ways to deal with them is to whip out Bahamut, since his Mega Flare hits regardless of Vit, and will wipe them all out in one blow. Sacred Visions are fairly simple fights. You only ever fight one per battle, and they only come with Multi Thundara and Thundaga, skill-wise. They're weak to Water and only have 350 HP, so it probably won't take you more than one or two rounds to down them. They're just phantoms, so they have nothing to extract or steal; in fact, they don't give you any Gil when you defeat them. They do usually give you a Hi-Potion though. Thunder Flan are standard; they cast Thundara and Thundaga and that's it. Watara's usually powerful enough to down them, so if you have Wataga, don't waste it. Yellow Dragons come at you with Drain, Multi Drain, Focus, and Gravity, the last of which will get annoying after multiple uses, so try to take them down quickly. They're not weak to Water like Thunder-based enemies normally are, but your attacks should be hard-hitting enough at this point anyways, and you only ever fight one Dragon, so it shouldn't take more than a turn or two to take them out. Cryna Orbs net you Thundaga from Amdusiases, Thundara from Kactuars, Thunder Shell from Thunder Flan, and Stop from Yellow Dragons. Grab one or two copies of Thundaga, naturally; the rest you can ignore unless you skipped them all in their original appearances. From the start of the room, head east to the branch. You'll notice electricity sparking across walls, and light and dark floors. You can only walk across light floors, and passing electricity will light all the dark floors and darken the light ones. Go down to light the first dark floor, and walk east across it. At the end, you'll cross another electric switch and reach a branch heading up and right. Go up, then right immediately, then down to circle around to the treasure chest in the corner, containing ten Cryna Orbs. From the chest, head up and back to the right, crossing the switch as you go. This time, go north across the now lighted path at the branch. Light the next path and head west on it. Cross the switch and choose left as your direction to get to a chest with five Mute Masks. Go back right across the multi-directional switch, and follow the lighted path all the way to its end, farther north in the Temple than you've been before. Around the end of the path, you'll see either here or in the hallway leading left a ghost-like minotaur wandering around. These are Sacred Visions, and there are three of these things patrolling the corridors here. You don't actually fight these guys in random battles; you have to physically touch one when you see it to get into a fight with it. You have to kill them all before the electric barrier blocking the door to the crystal room opens. Defeat this one and head up the light path above you for a chest with a Thunder Robe. Go back to the switch and choose to head down, then turn back around and head left, so that you're following the left hallway with the paths you just left lighted up. You'll pass a PuPu as you go. You'll pass another switch and be forced to follow the path to the right, where a chest with two Hi-Potions awaits. Turn around and go back to the last multi-directional switch before the PuPu, and then go toggle the switch up, down, and left so that you can go down the PuPu hallway with those two paths dark this time. At the turn in the hall again, head straight up until a wall stops you, passing two switches as you go. Head left, then up, crossing another switch. You'll run into a second Sacred Vision; defeat him and continue along the path. Ignore the side branch with the chest; you can't get to it yet. Keep following the path and you'll reach a second PuPu and the energy barrier blocking the boss door. It should be fairly dim now. Walk up and examine the barrier; doing so makes the final Sacred Vision appear, near the start of the temple unfortunately. Before heading back to find it, get the two treasure chests you just passed first by taking the southwest path next to you, which lights a switch and circles you around so you can get both chests. One has two Remedies; the other has a Limited Moon. Return to the PuPu so that you can reset the switch back, then follow the path back down. At the first point where you can branch, head down past two switches, past the first PuPu, and switch the next pathway on to continue heading down. At the next branch, head down instead of continuing on the lighted path. Keep heading down, skipping the hallway leading left. This bottom hallway, where the first treasure chest you got was located, is where the final Sacred Vision is. Take him out. To get back to the second PuPu and the crystal room, head to the far right, then go straight up past one branch. At the second branch, head right and up. At the multi-directional switch beyond that, head left. Follow the path till it turns, then go straight up till the wall stops you. Head left, then up, then right. Follow the path, ignoring the side branch, and it will lead you to the PuPu and crystal room door. Heal up, save, and enter. -=-=-=- The boss, Sacred, is the real version of those visions from before, and is pretty pissed that you took his lackeys down. ____________________________ | BOSS - Sacred & War Hammer \____________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: Sacred: 2100 | | War Hammer: 700 | | MP: Sacred: 2200 | | War Hammer: 0 | | Class: Sacred: Demon | | War Hammer: N/A | | Strong: Thunder | | Weak: Sacred: Water | | War Hammer: N/A | | Status: Sacred: Berserk, Slow, Str Break, Vit Break | | War Hammer: N/A | | Skills: Dispel Thunder, Storm of Thunder, Thundaga | | Extract: Hastega | | Carries: 6000 Gil, Thunder Gem | | Steal: MP Boost | | Blue Magic: N/A | | | | Strategy: Sacred brings his War Hammer into the battle with him, and the two are actually separate entities that can | | each attack. Sacred normally makes do with Dispel Thunder and Thundaga, both of which you can counter with | | the Thunder Robes and Thunder Shell. Using the War Hammer, he can perform Storm of Torment; that skill | | will Berserk a person, and possibly Confuse and Blind them as well. The Hammer only has 700 HP, and Sacred | | can't do the Storm of Torment without it, so taking it out should be your first concern. After that, | | attack Sacred at your leisure; he's weak to Water spells as is standard for this section. Ibis can steal | | an MP Boost from him, and if you missed Hastega in the Coral/Reef fight, now's the perfect time to pick it | | up. | |_________________________________________________________________________________________________________________________| Once you've received the Yellow Temple Wish, use the PuPu right outside the door to leave Frena. _____ __________ 4.31 \__________________________________________________________________________________________________________/ ffen_4.31 =========================================================================================================================== Blue Temple =========================================================================================================================== Enemy: Blue Dragon (1), Chimera Elder (1/2), Shahagin (2), Water Flan (3) Boss: Hydra Head x7 Extract: Curaga, Wataga, Watara, Water Shell, Aspell Item: Ancient Scroll VI, Aqua Spike, Cryna Orb x10, Ether, Fairy Ring, Hi-Potion x4, Leco Weed x10, Remedy, Water Gem x5, Water Robe --------------------------------------------------------------------------------------------------------------------------- As usual with the temples, go ahead and purchase/equip four Water Robes for your party now. Get them from Corret, Necelia, Finel, or Kortira if you don't have any. Your next destination is the planet Banaru, which, instead of going through an ice age like Zorebas, is entirely covered with water except for the apex of one sunken mountain, thanks to the nova. From the Coast you start at, walk two tiles up past the second bend in the road and face left to receive five Water Gems. You can enter the Falls area on your right. Walking around inside the cave here is a ghost who apparently died when the planet was ruined by the nova, but is sticking around the area because he's the best blacksmith in the solar system, and skills like that apparently need to stay put. With that said, he informs you that if you ever need anything fixing, come to him. Getting him to fix something is part of the sidequest explained in section 10.7, although you won't be able to get the item for him to fix until you've beaten all four temples. Slightly north of here is the Blue Temple. Inside the Blue Temple, you'll fight Blue Dragons, Chimera Elders, Shahagins, and Water Flan. Blue Dragons will attack you with Venom Claw and the party-hitting Deluge water attack. They occasionally use Might, and often use Curaga, but even without being weak to Thunder, it shouldn't take you long to take one down. Chimera Elders are pretty much identical to the originals except with 100 more HP. They still come at you with Aqua Lung, Magma Blaster, and Thundara, meaning you may have a confusing time if you try to Shell your whole party against every element they're capable of hitting you with. They've also switched Silence out for Multi Silence, though they use it pretty rarely. It's easier just to fight them head on, and since they're still weak to Thunder, make use of that. Shahagins are essentially upgraded Piranhas. They now cast Multi Watara and Wataga, and occasionally use Venom Sting as well, but are still weak to Thunder, and only have 188 HP, so they go out quick. Water Flan are, as you expect, Flan with Watara and Wataga. Don't waste MP on them; take them out quickly with normal attacks. Using Cryna Orbs, you can extract Curaga from Blue Dragons, Wataga from Chimera Elders, Watara from Shahagins, and Water Shell from Water Flan. Make sure to pick up Curaga and Wataga. If you missed out on Aqua Lung from the Chimeras back in Ebidar Desert, you can pick it up from the Chimera Elders here. Also keep in mind that you can win or steal the Calm of Storm item from Blue Dragons, 25 of which will net you the Peace Token relic, which will stop any and all random battles. Taking advantage of that is up to you, since the obvious benefit is countered by the fact that you'll be receiving no experience, making it difficult for you to handle future bosses. From the start, take the path leading northeast. When it branches, go southwest a few steps to grab a chest with an Ether before heading north to the next section, passing a PuPu on the way. The next room is full of bubbles on the floor that teleport you to another specific bubble when you step in it. In the section you're currently in, walk into the fifth bubble you vertically reach from the bottom to get to a chest with a spare Water Robe, and port back. From where you reappear, walk into the bubble five tiles to your direct left to warp to the next portion of the room. At your appearance spot, walk left four tiles and up two to a bubble that will net you a Fairy Ring. After warping back, walk left four tiles and up four to get to the next portion. In here, head near the bubble closest to the south, and then walk straight up to the bubble above it to be taken to a room where you will receive the Dainsev Leviathan, who drops your Mag by 30 in exchange for a powerful tsunami attack. He won't join you unless you have at least eight Dainsevs, but if you've been following the walkthrough, you should have twelve by this point anyways. Warp back to the previous area. When you reappear, walk right two tiles and down one for a chest with Ancient Scroll VI, then warp back. You're done with this area now. To get all the way back to the start from your current point, take the far northeast bubble, then the one three steps left and one up from the far east bubble, and then walk south to the exit. Back in the original room, take the northwest branch from the entrance this time to reach the next section. In here, walk up to the fish in the middle waterfall of the three on this level and hit the Action button to ride up the fall to a chest with four Hi-Potions. Ride the fish back down, then take the far left fish up, and take the next one up as well. At this next level, ride the far left fish up to another spot. Here, ride the series of fish on the right to a chest with a Remedy, and then take the left fish to a chest with ten Leco Weeds. Go down a fish. Back on this level, take the fish at the middle waterfall up two levels to a chest with an Aqua Spike, and then take the far right fish up three levels to the next point. Up here, the fish on the far left leads to a chest with ten Cryna Orbs, and the one on the right leads to a PuPu and the crystal room. There's a fish to the far right of the PuPu that will take you back down to this room's entrance should you need to backtrack. Heal up, save, and enter the boss room. ___________________ | BOSS - Hydra Head \_____________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 400 | | MP: 600 | | Class: Dragon | | Strong: Water | | Weak: Thunder | | Status: Berserk, Confuse, Mag Break, Poison, Silence, Sleep, Slow, Stop, Str Break, Vit Break | | Skills: All: Raise, Watara | | Head 1: Dispel Water | | Head 2: Slow | | Head 3: Drain | | Head 4: Protect | | Head 5: Might | | Head 6: Haste | | Head 7: Focus | | Extract: Aspell | | Carries: 6000 Gil, Water Gem | | Steal: MP Boost | | Blue Magic: N/A | | | | Strategy: The Hydra Heads are seven bosses that can get somewhat annoying, but are still possible to take out fast. | | Naturally you'll want to cast Water Shell at the beginning to lessen damage caused by a brigade of Water | | attacks. Hasting your entire party from the start helps too. Each Head has 400 HP and 600 MP, and can cast | | one individual spell that's different for each. All seven Heads can cast Watara, as well as Raise, to | | bring dead Hydra Heads back to life. Therefore, it's more efficient to use mass damage spells, like | | summons, than single spells they're weak to, like Thundaga. Bahamut works very well here, and three uses | | of him or so can take all seven Heads out. You can extract Aspell from this boss, and Ibis can steal an MP | | Boost. | |_________________________________________________________________________________________________________________________| That's it for the Blue Temple; use the PuPu right outside the crystal room to get back to the Lawless. _____ __________ 4.32 \__________________________________________________________________________________________________________/ ffen_4.32 =========================================================================================================================== Hell's Dome Grand Tour =========================================================================================================================== Item: Dainsev Alexander, Mega Phoenix --------------------------------------------------------------------------------------------------------------------------- -=-=-=- When you board the Lawless after finishing the fourth temple, an extended cutscene has Lisbeth instructing Deren in using his full power to stop the nova, and the group being devastated when the power doesn't work, thanks to Paradorn. After Deren's command to show herself, she allows her surprisingly human-looking body to appear in ghostly form in the room so the party can chat with her. As it turned out, she didn't actually have to do anything to stop them; they simply took too much time in retrieving the four wishes. Lisbeth asks her why she's okay with destroying all reality, and Paradorn reveals that she lives in another plane of existence which isn't connected to theirs by any means. So destroying their human plane and any planes attached to it does nothing to her. She then vanishes, leaving the party to contemplate the new turn of events. Deren tries to get information on the plane she lives in, but everyone's too depressed at their failure to bother thinking about continuing to fight, which sends Deren into a righteous anger. He storms off to the bridge. Motor speaks up after he leaves, revealing how totally ashamed she is of everybody's reactions, that they aren't going to attempt to find a way to stop this, and that she's staying with Deren. This pushes the others to rethink their decision, and in a united display, they decide to keep going. Deren comes up with the idea of visiting Oracle Dihla at Astral Tower, as she's probably the best person to ask about multiple planes of existence and how to travel to them. After the pep talk and objective planning, everybody on the Lawless has different things to say. Motor informs Deren that she can now use a Locator to find new areas on the solar system map. Talk to her and use it. The cursor starts in the center of the map, on the bottom half of the sun. From that point, move the cursor left two tiles and down three, then hit the Action button to locate Arleah's ruins. From there, move right six and up four, then hit Action to locate the Lost Lab. Finally, move up four and right three to locate Pu Rock. Use the exit marker on the bottom-right to leave the Locator. You have several things you can do now, before you head on to the final section of the game. First, travel to Pu Rock. You'll encounter a small brigade of PuPus who, in exchange for doing a Koyo Koyo dance with them for a few minutes, add the Heal Party option to the PuPu menu. Now you never have to use an Inn again; just use this option at a PuPu to refill your HP and MP instantly. A treasure chest on the bottom of the screen gives you a Mega Phoenix. Section 10.7's sidequest is now fully available. If you didn't make use of the first half earlier, you can pick up 18000 Gil, Ancient Scroll V, five Calm of Storms, an Elixir, and five Energy Crystals now. In addition, you can now pick up what you couldn't before: an item that allows you to open those magical chests, which contain the team's ultimate weapons. You can also fight an exceptionally tough boss and receive a Dainsev in return, although the Dainsev won't join you if you don't have all the others first. If you've followed the walkthrough step-by-step up to this point, you'll be missing two Dainsevs. Back on Coyas, Necelia has the last monster in Sir Nido's Museum, which you can win a Tin Bangle from if you've fought the other three already. Tin Bangles are the best wrist item in the game, so it's definitely worth the trouble. There's new stuff in the Auction House, including two relics that you can't buy in shops, though the Chocobracelet wrist item is worthless, and the weapon you can pick up for Ibis is trounced by his ultimate one. While you're in the area, run the Ancient Scroll VI you picked up in the Blue Temple to Fuban's master to give him the Counter skill. At Stars Bliss, the shops have all gotten a new supply, and now sell some of the best stuff in the game. However, if you've already finished getting all the magical chests, you'd best ignore weapons here, since you've already got better stuff. Feel free to purchase Blessed Robes, Survival Vests, and Dragon Armors though. If you beat all four of Sir Nido's monsters, you should have the one Tin Bangle, but grab three Crystal Armlets for the rest of your party too. Don't forget to stock up on items for the next section. If you need money, you can sell your elemental robes; you won't need them again, unless you plan on building up Gil or Trade Items by fighting in the temples. Also, there's two more locations available thanks to using the Locator. You're free to travel to the ruins of Arleah now, where you can explore the 10% of the colony that wasn't destroyed by the Regal Sura's blast, including good ol' Skeet in the bottom of the two tents. He makes mention of the mysterious appearance of a set of large wings that saved this portion of the colony, oddly enough. Talking to him gives both Deren and Motor a Str increase. The top tent hides another of the magical chests from the 10.7 sidequest. After you talk to Skeet, a little girl at the bottom of the colony will trade you the Dainsev Alexander for a Potion, which makes the appearance of large wings not so questionable after all. Lost Lab serves as this game's version of top-level dungeons seen in other Final Fantasies, and is covered as a sidequest in section 10.9 of the guide. The Lab itself is harrowing, with the final boss using a spell that can knock out 450+ of your party's HP in a single hit. If some of your characters have at least 200 HP, however, then you can attempt to do all of the dungeon up to the boss, and then leave there to come back later. If you can pull that much off, you'll be at a skill level where the actual final dungeon of the game won't really cause you any difficulty, and you'll pick up a lot of nice items, such as armor (Fairy Robe, Frontline Vest, and Genji Armor specifically) that's better than what you just purchased at Stars Bliss, high-powered spells to extract such as Flare and Holy, the Ancient Scroll II for Fuban, the Dainsev Atlas, and Motor's ultimate weapon as detailed in 10.7. You should have all the Dainsevs but the final one at that point, so you can then pick up #18 from the end of the 10.7 sidequest. You may also want to take the time to do the 10.8 Sebi Aktsan fight on Frena that results in winning the Faith Scroll. Having that item on hand will affect things later on, though it's entirely optional. Finally, the Love Points sidequest has reached its finale, and you can now travel to the side inlet at Corret where Deren originally washed up to watch a hidden cutscene. Which character of four that interacts with Deren here is decided based on who has the most Love Points right now. If you're playing version 2.0 of the game, you'll encounter two bugs with this event; Motor's cutscene has a switch set wrong, forcing Fuban's sprite to appear instead of hers, and Lisbeth's cutscene is missing a fade-in command, making the game hang. See section 1.4 for information on how to fix these bugs. If Motor's Love Points are greater than Ibis and Lisbeth's, you'll see the following cutscene: -=-=-=- With Arleah's music playing, Motor will talk to Deren about how much they've been through. While Deren tries to build her confidence by noting that they've gotten through tough times before just fine, Motor reveals that the current situation is tougher to handle by an order of magnitude thanks to her fear that she may lose Deren in battle. Motor's seeming full conversion to a human personality, complete with emotions, leaves Deren speechless. If Lisbeth's Love Points are greater than Ibis and Motor's, you'll see the following cutscene: -=-=-=- Lisbeth's own theme plays as the young girl kneels near the water, seemingly enjoying the scenery. Deren can tell something's on her mind though, and asks her about it. She asks him if he's familiar with "mental pictures", explaining that by looking intently at the environment of any given area, she can cement it into her memory, giving her something to look back upon in later years. Deren admits that he did much the same thing centuries ago, during his Necelian youth. Lisbeth asks him to make a new memory with her now. If Ibis' Love Points are greater than Motor and Lisbeth's, you'll see the following cutscene: -=-=-=- Ibis' theme plays as Deren catches the young thief trying to stare across the waters; it seems Ibis can see something across the way. Deren rather blatantly points out that he's just looking at an island. Ibis retorts that it could be an island filled with treasure. Deren encourages Ibis to find out, though not at the moment, considering what they need to do ASAP. Ibis thanks Deren for putting up with him since he joined the group, and Deren responds by reminding him that he's part of the team now, and that's all that matters. Ibis finishes off by suggesting Deren join the Su Karu Hunters after the adventure is over, to Deren's disbelief. If Ibis' Love Points are at zero or lower, and the girls' Love Points are at two or lower, you'll see the following cutscene: -=-=-=- Deren walks into the inlet to the tune of his own theme and, to his immense surprise, sees a familiar ghostly figure standing at the shore. The figure vanishes as he gets close. Instead of admitting to himself that he just saw the ghost of his long dead brother Xugen, Deren simply tries to convince himself that he's overly tired and needs rest. That concludes the Love Points sidequest. When you're all done with anything you need taken care of, go to the Astral Tower and talk to Oracle Dihla. -=-=-=- After hearing the full story, she'll assume that of the four planes of existence available, Paradorn must be in the Endless Plane. She wouldn't be in the Astral Plane since only your mind can travel there, while the Death Plane slowly kills people who enter. The Real Plane is your own, which you know she's not anywhere in. As well, the Real, Astral, and Death Planes will all end with the nova if what she says is true. That leaves the Endless Plane, which is separated from the other three planes so that nothing would happen to it at the nova's eruption. The Endless Plane, however, will also kill people who travel in it longer than a day, which brings up the question of how Paradorn's been there so long without issue. Deren bulldozes past the question and asks Dihla how to get there. She uses the power of the Astral Tower, which was apparently built to allow entry to multiple planes, to create a portal to the Endless Plane that the Lawless can fly into. With that done, the Endless Plane now appears on the Lawless travel list. Before you go though, you may want to drop back by Stars Bliss; Rita's Relics finally opened and now sells some relics you previously couldn't get very easily. _____ __________ 4.33 \__________________________________________________________________________________________________________/ ffen_4.33 =========================================================================================================================== Endless =========================================================================================================================== Enemy: Hecteyes (1), Iron Giant (1), Methusalla (1), Mover (5), Stilva (1), Tonberry (1), Torama (1), Zone Keeper (1) Boss: Fusion Quenlin Extract: Aspell, Protega, Slowga, Hastega, Firaga, Death, Curaga, Thundaga, Comet Item: Angel Ring, Force Armlet, Hero Ring, Mega Potion, Purity Chalice --------------------------------------------------------------------------------------------------------------------------- Upon reaching the Endless Plane, Deren can feel the power all around, and is confident Paradorn is here somewhere. The landscape is a strange one, full of floating ledges and groupings of stars that will warp you between them. Though Oracle Dihla was adamant that you can't stay here long, you don't have to worry about a countdown clock in-game; seeing as how the entire rest of the game took place over the course of only a few days, clearly "one day" in game time is relative enough that you'll be okay here. While in the Endless Plane, you'll fight against Hecteyes, Methusallas, Movers, and Stilvas in the first half, and then Iron Giants, Tonberries, Toramas, and Zone Keepers in the second. Hecteyes don't have much to bother you with. Their five abilities are Drain, Aspell, Multi Drain, Multi Aspell, and Multi Stop, the last of which they rarely cast. The two Drains can get dangerous only if you don't take the creature out quickly. Past that, it's a Zombie, and it's weak to Light, so Deren's Excalibur weapon will do mass damage to the monster, even without the Zombie Slash skill. The Pearl Rays Terrain skill that shows up for Lisbeth in this area will do nice damage to Hecteyes as well. Iron Giants you may remember from Sir Nido's Museum. They use Might, Protect, Cross Slice, and a skill called Guard Off that will halve one of your character's Vit. Letting them do all that and then standing around to get hit is very dangerous, since after that's been done an Iron Giant will be hitting you for 150+ damage while you're only hitting for 40 or less per turn. So throw the entire tactic back in his face by casting Protega across your team (and Hastega as well, simply for convenience) and having Deren use all three of his Break skills. In addition, if Ellana herself has Guard Off, use it on him. After all that, you'll be hitting him for 150 to 200 damage with each hit, while he hits you for a measly 10 to 20, even using Cross Slice. Methusalla are relatively docile. Of the four things they'll do during a turn, only Comet actually does you any damage. Otherwise they'll use Slowga, Stop, or perform Millennial Growth, a skill that heals a bit of their HP, doubles their Mag, and puts the Methusalla itself to sleep. If you have the Lamia Tiara equipped, they may occasionally do Limit Glove as well, a skill that heals all their bad status effects but drops their HP to 1. The sole purpose of that skill is for Ellana to learn; they'd never use it on purpose otherwise. No specific strengths or weaknesses, so just use a few physical attacks to wipe a Methusalla out. Movers have low health, at just 130. However, you'll always fight five of them at a time, and their Spd is high enough that even Hasting your whole party will still allow three or four of them to go before you do, so don't bother. They use only two skills; Mio Tornado, which hits every character in your party for 25 damage and Blinds them as well, and Araise, for when you kill off any of them. Normally they'll always cast Mio Tornado on their turn, stopping only to do something else when an Araise is required. If a Mover has died and someone has to do Araise, then they'll all spend that turn only bringing dead Movers back to life, not doing Mio Tornado at all. Five Mio Tornadoes in a row can be fairly dangerous after a while, so your best bet is to kill them all quickly, especially if they're going to be bringing each other back to life constantly. Hard-hitting summons are the easiest way to knock them all out in one turn. Stilva uses Firaga, Stone Claw, and Venom Claw, of which Stone Claw is probably the most deadly if you're not paying attention. Make sure to use Softs, Stona, or Esuna where necessary. Other than that, it doesn't take long to down the relatively non-threatening Stilva. It's weak to Ice, so if you're looking to take it down faster than normal, that's the way to do it. The Tonberry is an enemy Final Fantasy fans should be well familiar with. The 2000 HP holding creatures do one of three things per turn: walking towards you, and healing a very small portion of HP in the process (usually around 10); Karma, a skill that damages everyone, though the amount of damage it does varies based on his current HP (from 6 HP damage when he's near max health to 666 when he's near death); and Death, which he'll cast on one member of your party after he's walked towards you three times. Death isn't much to worry about since he only ever hits one person with it at a time; Karma is the much larger concern. Thankfully he uses it rarely, but if you're close to killing him, Karma may easily wipe your entire party out. The best tactic to use on Tonberries is to kill them as fast as possible. Hard-hitting spells like Comet and Flare are smart. Holy is better, however, since he's weak to Light. Two or three casts of Holy is easily enough to take a Tonberry out instantly. Toramas don't have a lot of abilities to use, but the ones they have are annoying. They use Curaga occasionally to heal themselves, but mainly alternate between using Gravity or Multi Confuse. On rare occasion, they'll break out Holy against a single character, which will assuredly kill that person if their HP is less than 450. Thankfully, Toramas only have 550 HP, so you should be able to take them out before getting hit with the brunt of their tactics. They're weak to Shadow, so the Dainsev Lich and Ellana's Shadow Flare spell will work well here. Zone Keepers are Thunder-based fliers who'll hit you with Thundaga and Moon Blast, a skill you'll remember from the Coral/Reef fight that Berserks everybody. They also occasionally whip out Haste and Tetra Shell, a skill that gives them all four Shell spells in one go. Despite all that, they've only got 510 HP, so you should be able to take them out quickly, Berserked or not. They're weak to Water, so you can take advantage of that tactic if they haven't had time to cast Tetra Shell yet. Using Cryna Orbs, you can extract Aspell from Hecteyes, Protega from Iron Giants, Slowga from Methusallas, Hastega from Movers, Firaga from Stilvas, Death from Tonberries, Curaga from Toramas, and Thundaga from Zone Keepers. Curaga, Firaga, and Thundaga you probably don't need at this point. Aspell, Death, Hastega, Protega, and Slowga you should only have one each of, so here's a chance to pick them up for more people. Ellana can pick up Moon Flute by getting tagged with the Zone Keeper's Moon Blast if you missed it during the Coral/Reef fight on the Regal Sura. She can also grab Guard Off when the Iron Giants use it. Finally, she can pick up Limit Glove from the Methusallas, but again, they will only use that skill if the Lamia Tiara is equipped. Obviously you'll have to hit them with some bad status effects to make them use it. Limit Glove is the only thing in the game besides Lisbeth's rare Desperation move, Angel Wings, that can heal the Confuse status effect, but as the spell drops your party's entire HP to 1 in order to heal status effects, there's a very obvious danger in using this. Of course, at this point in the game, you should be more than strong enough to take out dangerous enemies even while one or two party members are Confused. On the starting platform, the star warp to the left leads to a treasure chest with a Mega Potion, while the warp on the right moves on. At the next platform, the warp in the northeast leads to a chest with a Hero Ring, while the southwest warp moves on. The next section has four different directions with you coming from the southwest; this is the spot where you'll start fighting the second batch of enemies. Take the northwest warp. You'll land on a platform with a chest holding a Purity Chalice and another warp in the northwest. This warp takes you back to the four-way platform, dropping you in via the warp in the southeast. Take the northeast warp to continue. On this platform, the warp halfway down leads to a chest with a Force Armlet, while the warp further south than that moves on. Here, head south and then northeast at the branch to reach a warp leading to another warp that leads to a chest with an Angel Ring. Back on the last platform, heading west at the branch leads you past a PuPu. Heal and save, because there's a boss after the warp at the western end of this path. Also take a minute to equip some of those items you just picked up if you haven't yet. The Force Armlet, though not as good as the Tin Bangle, definitely gives a better Spd increase than the Crystal Armlets most of your party is probably wearing. In addition, the Angel Ring gives the wearer a single use of Auto-Life every battle, which should serve to keep you alive a little longer during dire straits. -=-=-=- On the other side of the warp is none other than Quenlin, who's honestly as surprised to see you as you are to see him, along with the prone bodies of Coral and Reef. It was Paradorn who teleported Quenlin and his buddies out of the Regal Sura (with the same warp effect used when you jump between star warps here, in fact). Paradorn promised Quenlin incredible power in exchange for keeping you and your party busy enough to stall for the time the goddess needed to do something of her own. Quenlin thinks she may have been busy setting up guardian monsters for her own personal temple, but he's not sure, and doesn't care anyway. When Ibis lets him know there's nowhere to run, he assures the group he's not running, and then fuses with Coral and Reef. Either response you choose for Deren to reply with leads into Quenlin explaining that everyone uses each other; that's our only reason for existence in the end. He then asks you to provide him with some fun, and the showdown begins. _______________________ | BOSS - Fusion Quenlin \_________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 3400 | | MP: 3600 | | Class: N/A | | Strong: N/A | | Weak: N/A | | Status: Mag Break, Slow, Str Break, Vit Break | | Skills: Chrono Breaker, Nitro Cross, Southern Cross | | Extract: Comet | | Carries: 6500 Gil, Diamond Sword | | Steal: Spd Boost | | Blue Magic: N/A | | | | Strategy: Fusion Quenlin comes at you with some powerful attacks, which you can avoid the brunt of by casting a | | party-wide Hastega and Protega as soon as possible. Southern Cross is essentially a renamed Cross Slice. | | Nitro Cross is the same thing, but it hits for twice the damage Southern Cross does. Chrono Breaker will | | both Slow and Stop a single character. Counter his tactics like you did the Iron Giants by using all three | | of Deren's Break skills. Magic Break will halve the damage your party takes from the two Crosses, while | | Power Break will limit the damage you take when Quenlin does the occasional physical attack. Armor Break | | of course, will make the battle go faster since you're hitting him for more damage. If Ellana is in the | | party and picked up Guard Off from the Iron Giants a few minutes ago, use that as well. Once you've | | dropped his Vit level, go all out with your best attacks and spells; despite the impressive 3400 HP, he'll | | go down quickly with his defenses stripped. You can extract Comet from him, though you'll likely not need | | it if you already picked it up from the Behemoths in Regal Sura. Ibis can steal a Spd Boost. | |_________________________________________________________________________________________________________________________| -=-=-=- After taking him down in battle, Quenlin explains that he was correct in his assumption earlier; you killed him, which was simply you using him as temporary fun. The difference was that he knew that was the truth and accepted it. He then vanishes into a puff of smoke as he dies, leaving Deren rather somber. With the battle finished, take the warp above where Quenlin was standing to move on to the next section. _____ __________ 4.34 \__________________________________________________________________________________________________________/ ffen_4.34 =========================================================================================================================== Avanta =========================================================================================================================== Enemy: Hecteyes (1), Iron Giant (1), Methusalla (1), Mover (5), Stilva (1), Tonberry (1), Torama (1), Zone Keeper (1) Boss: Undine, Kyosant, Paradorn, Parademisa/Parody Left/Parody Right Extract: Aspell, Protega, Slowga, Hastega, Firaga, Death, Curaga, Thundaga, N/A, N/A, N/A, N/A Item: Brave Suit, Gold Hairpin, Last Elixir, Ribbon, Shape Key, Space Key, Time Key --------------------------------------------------------------------------------------------------------------------------- On the other side of the warp is an actual city in the Endless Plane, which surprises Deren greatly. There's a range of NPC's walking around the enemy-free city of Avanta, and they're rudely quiet if you attempt to talk to them. Thanks to the atmosphere, it's hard to notice what's wrong with the people until you walk into some of the rooms; you can see through their bodies as if they're ghosts. The two doors on the left of the first level lead to a library with two more rude NPC's and books you can read to learn about Avanta's history, while the first door on the right is locked. The last door on the first level leads to what looks like an empty pub of sorts. Of the two doors on the second level, the left-hand door is locked, while the right-hand door leads to a free inn you can take advantage of by walking up to a bed and hitting the Action button. There's also a PuPu in the room. When you're ready to continue, take the single door into the Tower of Stillness on the top level. Unfortunately, the door up there is locked too, so now you need to find a key to open it with. If you return to the empty pub on the first level, there are two ghostly NPC's in there now. They don't appear if you haven't physically examined the tower door to see that it's locked. -=-=-=- Deren asks the two ghostly NPC's why the tower is locked. They glance at him and don't respond. He angrily asks them again, and the woman on the left mentions to the one on the right that it's just another dream and he'll vanish eventually if they ignore him. Deren finds that comment strange for good reason, and the man notes how chatty Deren is and wonders which of the ghost people's dreams the bounty hunter escaped from. The woman jokes that it's probably the man's dream Deren came from since he's a busy dreamer. Deren makes mention of Paradorn, and the two people finally begin to pay attention to him, noting that they don't dream about her, and wondering if Deren might possibly be real and not a dream, since he knows about the villain. At this point, the two begin to get excited at Deren's intention on taking Paradorn on. They explain that Paradorn and two other mages, Undine and Kyosant, were elected rulers of Avanta, and the people were happy for a time. Eventually, upon learning that their system's nova explosion would end reality, she stole the power from the other two rulers and placed the city in the Endless, robbing time and space from various Real planes to keep Avanta's time running at a constant rate. Doing this caused the end of a legion of other universes, long before yours even began to be in trouble, proving to Deren that Paradorn has a lot to answer for. Now she's become so power-hungry that she's taken energy even from Avanta's people, turning them into fading shells, forcing them to be stuck here, doing nothing but watching their constant dreams travel to the Astral Plane. Since none of them are consistent enough anymore to even be able to touch Paradorn, there's nothing they can do, and they're long overdue to die, having lived for untold millenia. So they plead with Deren to kill Paradorn, ending their suffering, and tell him exactly where the key to the tower is to help him with the task. Deren retrieves the Shape Key automatically from the drawer in the corner of the pub. After doing so, the two NPC's that were in the pub vanish. None of the rest of the NPC's have anything to say to you now, despite the conversation, and the Shape Key only works for the tower door, not the other two, so all that's left is to take the key to the tower and enter. -=-=-=- The group takes a minute to absorb the environment of the tower's interior before they continue. Ellana makes mention that it feels as if the tower is entirely empty, as if all of Paradorn's energy is at the top. Lisbeth notes that that's probably sensible, since she'd need to protect herself. Ibis wonders if she realizes the group has invaded her home, but Deren just replies that they'll find out when they find out and urges them to get going. Inside the tower, you'll fight the exact same enemies you fought in the Endless Plane, though they're not split into halves this time; you'll encounter any of the eight here. At any rate, you'll be in familiar territory enemy-wise. Work your way up the tower, climbing stairs to reach each new level. On the second floor, the door on the bottom leads to a chest, which forces you to defeat an Iron Giant to open. The chest contains a Ribbon, one of the best relics in the game. The third floor's southern room has four reliefs on the wall that you can pull out by walking up to one and hitting the Action button. Which relief you need to pull out changes with each playthrough. From left to right, pulling out a wrong relief results in a battle with five Movers, a Torama, a Hecteyes, or a Tonberry. Pulling out the correct one nets you the Time Key. The fourth floor's southern room has a PuPu; heal and save. When you try and walk up the stairs to F5, you'll be ambushed by a boss. Which one of two bosses you fight here is actually randomized in each playthrough. ________________ | BOSS - Kyosant \________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 3800 | | MP: 3150 | | Class: Zombie | | Strong: N/A | | Weak: N/A | | Status: Slow, Str Break, Vit Break | | Skills: KO Punch, Might, Protect | | Extract: N/A | | Carries: 7000 Gil, X-Potion | | Steal: Str Boost | | Blue Magic: N/A | | | | Strategy: Kyosant isn't tough at all; he's basically Cid from Kortira, just with KO Punch added to his lineup. So | | treat him like Cid or an Iron Giant; Hastega and Protega all around, followed by Deren's Power Break and | | Armor Break (and Ellana's Guard Off if possible). Don't bother with Magic Break; it won't work against | | him, since he doesn't hit you with any spells that need breaking. He's a Zombie just like Undine, so | | Zombie Slash will down him quick. Nothing to extract, but Ibis can swipe a Str Boost from him. | |_________________________________________________________________________________________________________________________| _______________ | BOSS - Undine \_________________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 3200 | | MP: 4000 | | Class: Zombie | | Strong: N/A | | Weak: N/A | | Status: Mag Break, Slow, Vit Break | | Skills: Comet, Eclipse, Multi Comet, Tetra Shell | | Extract: N/A | | Carries: 7000 Gil, Turbo Ether | | Steal: Mag Boost | | Blue Magic: N/A | | | | Strategy: Undine comes standard with Comet and Multi Comet; as well as Eclipse, a skill that hits everybody with | | Poison and Darkness; and Tetra Shell, a four-way Shell cast that you should already recognize from Zone | | Keeper fights or the 10.7 sidequest. Start the battle by casting Hastega and Protega as usual, and follow | | up with Deren's three Breaks, as well as Ellana's Guard Off if she's with you. That will drop the pain | | level of Undine's Comet and Multi Comet quite quickly, and make the battle much easier. As a Zombie class | | enemy, Deren's Excalibur and Zombie Slash deal devastating damage to him, so keep Deren with full eyesight | | using Echo Screens or Esuna, while the rest of the party uses their strongest physical attacks or hardest | | hitting non-elemental spells. There's nothing to extract from him, though Ibis can steal a Mag Boost. | |_________________________________________________________________________________________________________________________| With the first boss out of the way, the path to the fifth floor is now clear. F5's southern room has another Iron Giant chest, containing a Gold Hairpin, a nice little relic that makes all spells cast by the wearer use up only half the normal MP amount. F6's room has another PuPu. F7 has a switch puzzle that starts with the outer two of the four switches pushed in, and the middle two sitting out. Moving one switch in or out makes any switches immediately touching it alternate as well. Your objective is to push all four in, which can be done by switching the first one from the left, then the second one, then the fourth, and finally the third. After they're all pushed in, you'll receive the Space Key. F8's southern room has yet another random-battle chest, this time with a Brave Suit inside. If anyone's still wearing a Survival Vest, replace it with this. Trying to walk up F8's stairs results in a battle with whichever boss you didn't fight on F4, so heal up before trying to go up. Backtrack to save only if you want to; it's not like you traveled that far. F9 has nothing in its southern room, but it does have a door in the main room that you need to use the Time and Space Keys to open. Inside is a PuPu, a chest with a Last Elixir, and a star warp that takes you to the top of the tower, where the final boss awaits. Heal up and save, obviously. -=-=-=- At the top of the tower, Paradorn offers the group unimaginable power if they break off their assault. Deren calls her out in the lie, saying how they already know she used falsities like that to use people in her plans. She counters that the people she used while pretending to be Obeska were given hope, dreams, and love, though Ellana claims that she was only using them as tools. Paradorn is amazed at how insolent the party is for a group of mortals, and asks why its wrong to want to keep her city functioning through countless eons of time, something no other ruler has ever done. After Deren calls her a parasite, she grows angry and tells them they're living on borrowed time. She then explains that from then on, she'll kill any group of mortals that evolve in other planes before they have time to realize what she's doing and attempt to stop her, like your group is. Upon hearing outcries from the group that she won't get away with it, she tires of the conversation and attacks. _________________ | BOSS - Paradorn \_______________________________________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: 4000 | | MP: 9999 | | Class: N/A | | Strong: N/A | | Weak: N/A | | Status: Slow, Str Break | | Skills: Blizzaga, Firaga, Haste, Holy, Thundaga, Wataga | | Extract: N/A | | Carries: Turbo Ether | | Steal: Elixir | | Blue Magic: N/A | | | | Strategy: Paradorn is actually pretty simplistic in theory, though the battle is no less difficult. She starts off | | by using Haste, and then will spend her time casting the four Ga spells and Holy. Her Mag is lower than | | that of Toramas and Pollensalitas, so her Holy will generally do 200 to 250 damage instead of 450. Deren's | | Break skills don't do anything here. Hastega is fairly worthless thanks to her Hasting from the getgo, and | | Protega doesn't help against magic, so simply spend your time attacking as much as possible. Heal when | | necessary, preferably after any single hit so that you can keep yourself from wasting time raising people. | | She has no strengths or weaknesses in this form, so use whatever spells you have that will do mass damage | | quickly. Deren's Zombie Slash, despite not hurting her more than usual since she's not a zombie, is still | | effective. | |_________________________________________________________________________________________________________________________| -=-=-=- Paradorn screams in pain as you take her out, and after a bright flash of light, the party is left on a tiny platform floating in the middle of the Endless Plane. They wake up, no worse for wear thanks to the last bit of Deren's Wish power. Deren notes that it looks like they were successful, since Paradorn and Avanta seem to be gone. Paradorn proves them wrong by speaking to them even now, and Ellana assumes that the Endless somehow absorbed her, and that she seems to be able to exist in it without problem. Deren's obviously worried by that; if she can exist as part of the Endless, then she's still a threat to reality. You're given access to your menu now, in case you want to re-equip, though your HP and MP will have been refilled already. If you plan on having Deren do physical attacking and he has the Excalibur equipped, switch to the Grim Blade. Once you're finished, in standard Final Fantasy fashion, Paradorn drops in on you with a new form for a second battle. Seeing as how this is the final battle, don't hesitate to use any high-quality items you'd been saving up for an important reason, like Turbo Ethers, Elixirs, Last Elixirs, or Mega Phoenixes. ____________________________________________ | BOSS - Parademisa/Parody Left/Parody Right \____________________________________________________________________________ |-------------------------------------------------------------------------------------------------------------------------| | HP: Parademisa: 4600 | | Parody Left: 1500 | | Parody Right: 1500 | | MP: Parademisa: 9999 | | Parody Left: 4000 | | Parody Right: 4000 | | Class: N/A | | Strong: N/A | | Weak: N/A | | Status: Parademisa: Slow, Str Break, Vit Break | | Parody Left: Slow, Vit Break | | Parody Right: Slow, Vit Break | | Skills: Parademisa: Flare, Holy, Gravija, Silence, Ultima | | Parody Left: Fire Shell, Haste, Ice Shell, Protect, Thunder Shell, Water Shell | | Parody Right: Curaga, Focus, Multi Cura, Raise | | Extract: N/A | | Carries: N/A | | Steal: Elixir | | Blue Magic: N/A | | | | Strategy: Parademisa comes with two lackeys this time, Parody Left and Right. Parody Right is the healer and | | booster, using Focus, Multi Cura, Curaga, and Raise for the group's benefit, while Parody Left is the | | defender, casting the four Shells, Haste, and Protect. You'll definitely want to take out the Parodies | | first. While taking out Parody Left assures that casting Hastega keeps you ahead of any actions by the | | bosses (useful in light of Parademisa's constant usage of Flare, Holy, Gravija, and the powerful | | party-hitting Ultima), Parody Right should probably be your first target. Taking Right out first means you | | won't have to worry about anybody coming back to life, and taking Right out quickly means Parademisa's | | spells won't be Focused for extra attack power. With the help of high-powered spells on your own side, | | like Flare, Holy, and Ultima, it's actually possible to take out both Parodies in three or four rounds, | | before they have time to really boost Parademisa's skills. At either rate, knock out the Parodies and then | | focus all your power on Parademisa, stopping only when someone gets hurt or killed. Keep your party's | | health as high as possible, since Parademisa's spells are easily powerful enough to wipe you out if you're | | not at top form. | |_________________________________________________________________________________________________________________________| _____ __________ 4.35 \__________________________________________________________________________________________________________/ ffen_4.35 =========================================================================================================================== Epilogue =========================================================================================================================== -=-=-=- After defeating Parademisa, the Endless Plane begins to destabilize, going into time shock since it's no longer receiving any power from other planes through Paradorn. The end result will be the Endless Plane collapsing to a zero point instead of the rest of reality. Deren wonders if the Wish power will help, but Fuban points out that Lisbeth claimed it was all used up to keep them alive when Avanta went up in flames, before fighting Parademisa. Deren wants to attempt it anyways, and Motor can tell that Deren's about to attempt something that doesn't exactly jive with what he's saying. He explains further, that he thinks it's his own life energy that kept him alive all these years and not just the Wish energy alone. Lisbeth asks what he's going to do; he doesn't answer. Using his power, he teleports the six of them back to the Lawless, mentally saying goodbye as he does so. But something catches his attention before the Endless collapses, and he turns around, wondering what it is. Back on the Lawless, the others quickly realize what Deren did, but it's too late to go back for him; the warp to the Endless above Astral Tower is already closed, signifying that the Plane has already collapsed. -=-=-=- The epilogue continues, showing the lives of the rest of the team an unknown period of time after the battle. KioSen, now in his original human body of Mason Lucade, walks into his home to the delight of his wife and daughter. Ibis managed to find some DT-86 for him on a planet some distance away, showing how much his skills as a treasure hunter seem to have improved in the interim, as well as his ability to drive the Lawless. Mason promises his wife he'll never experiment like that again, and he gives his daughter the KioSen doll he was trapped in for so long as a personal toy, having kept it due to an emotional attachment he can't really figure out. She tells him that she'll put it upstairs next to the female KiraSen doll. -=-=-=- In Necelia castle, Fuban apologizes to his parents for leaving them after they brought him back to life. He decides that he'll do his best to throw away the hate that's festered in his mind these many years, and will rule the country as he, Prince Ralon Gashmith, was always supposed to do. Ellana strolls in and tells him it's not going to work. At his questioning glance, she informs him that he can't possibly run the kingdom without a Queen. She then leaves, to his confusion. He rushes after her, asking what she meant by that remark. -=-=-=- Ibis stands in front of a lone treasure chest in a barren landscape, anxious to see what's inside. However, what's inside the chest doesn't please him, and he complains about not being able to find anything good this far out in space. Cid walks up and asks what he found; Ibis tells him that all he found was useless ore. Cid leaves, telling him to hurry to the ship. Ibis agrees, but decides not to let the lack of treasure here get him down, since he still intends on becoming the best treasure hunter of all time. -=-=-=- Motor talks with a man in Stars Bliss who owns a shop in the junkyard but was recently driven out by a giant garbage monster. It seems Motor has continued Deren's bounty hunting job. She offers to kill the monster for 500 Gil, which is apparently a low enough price that the man is surprised and excitedly leads her to where the monster lurks. She thinks to herself how weird it is to hunt bounties by herself, but is in the opinion that it's the best thing to do in order to remain close to those she's lost. -=-=-=- Lisbeth returns to Frena and speaks to Giron, revealing her feelings of guilt for not being able to save Deren. Giron tells her that she's taking her priestly desire to protect people too far, and that it's likely Deren wouldn't want her to stew over her guilt anyways. He also informs her that there are still people she can help, future friends that will need her. With the help of his comforting words, she manages to push past the pain and begins to leave, surprising him. It turns out that she took his words more literally than he expected, and is going to leave Frena to see what the rest of the game's group is up to and if they need any help. -=-=-=- In Corret, during a fierce thunderstorm, Deren's catatonic body floats to the same shoreline Dr. Chad found him at. If you have the Faith Scroll key item in your inventory from completing the 10.8 sidequest, the following add-on to the final portion of the epilogue will show. -=-=-=- A young boy is driven back towards the shoreline, using a Thundaga blast to defeat an unnamed monster that was attacking him. He sighs in relief, then turns to the ocean in surprise, seeing Deren's body. The boy's hair is a dark purple and he has a familiar battle-loving attitude... possibly the son or descendant of people we know? At this point, the game will display the logo, your overall time, number of battles, number of escapes, number of times you saved your game in this file, and an ending message from Delita Hyral X. Congratulations; you've finished the game. _____ __________ 5.0 \__________________________________________________________________________________________________________/ ffen_5.0 =========================================================================================================================== M A G I C S P E L L S =========================================================================================================================== The following section contains a detailed list of all the magic spells and summons that can be cast in the game. The spells in each section are listed in the order they appear in the game, though the sections themselves are not. In this portion of the guide, "Sell" is how much the Wisdom Orb for that spell would sell for in a shop. Of all the magic spells in the game, only Cure, Cura, Curaga, Stona, Esuna, Raise, and Araise can be used outside of battle. The rest are limited to in-battle use only. _____ __________ 5.1 \__________________________________________________________________________________________________________/ ffen_5.1 =========================================================================================================================== White Magic =========================================================================================================================== The following spells are white magic spells, designed to heal its target, impart good status conditions, or cure bad ones. --------------------------------------------------------------------------------------------------------------------------- Cure --------------------------------------------------------------------------------------------------------------------------- MP Cost: 4 Sell: 50 Gil Extract from: Ochu: Mian Forest Trade: 4 White Powders (Ochu: Mian Forest) Function: Restores a small amount of HP. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Cura --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Sell: 200 Gil Extract from: Chimera: Ebidar Desert, Zombie: Laboratory Trade: 4 Healing Waters (Chimera: Ebidar Desert, Zombie: Laboratory) Function: Restores a moderate amount of HP. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Curaga --------------------------------------------------------------------------------------------------------------------------- MP Cost: 20 Sell: 500 Gil Extract from: Blue Dragon: Blue Temple, Torama: Endless Trade: 5 Calm of Storms (Blue Dragon: Blue Temple) Function: Restores a large amount of HP. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Panacea --------------------------------------------------------------------------------------------------------------------------- MP Cost: 2 Sell: 25 Gil Extract from: Flan: Stars Bliss, Hornet: Ventry Heights Trade: 4 Deadly Wastes (Cave Imp: Kogagu Cave) Function: Cures Poison condition. --------------------------------------------------------------------------------------------------------------------------- Stona --------------------------------------------------------------------------------------------------------------------------- MP Cost: 4 Sell: 50 Gil Extract from: Carve Spider: Kogagu Cave, Crusher: Finel Barren Plains Trade: 4 Star Dusts (Behemoth: Regal Sura) Function: Cures Petrify condition. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Esuna --------------------------------------------------------------------------------------------------------------------------- MP Cost: 12 Sell: 250 Gil Extract from: Bio Yomaga: Finel Capital (boss), White Dragon: White Temple Trade: 4 Purity Chalices (White Dragon: White Temple) Function: Cures Berserk, Darkness, Petrify, Poison, Silence, Slow, and Stop. Does not cure Confuse, Distract, KO, or Sleep. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Raise --------------------------------------------------------------------------------------------------------------------------- MP Cost: 18 Sell: 250 Gil Extract from: Grim Ochu: Ventry Heights Trade: 60 White Powders (Ochu: Mian Forest) Function: Cures KO condition of one character. Restores a tiny portion of HP to them. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Araise --------------------------------------------------------------------------------------------------------------------------- MP Cost: 60 Sell: 650 Gil Extract from: Draco Zombie: Lost Lab Trade: 90 Calm of Storms (Blue Dragon: Blue Temple) Function: Cures KO condition of one character. Restores full HP to them. Note: This spell can be used outside of battle. --------------------------------------------------------------------------------------------------------------------------- Haste --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Sell: 150 Gil Extract from: Cactuar: Ebidar Desert, Wild Chocobo: Chocobo Island Trade: 12 Sands of Time (Tengu: Ventry Heights, Cactuar: Ebidar Desert, Tengu Mage: Regal Sura, Red Dragon: Red Temple) Function: Doubles the Spd stat of one character. --------------------------------------------------------------------------------------------------------------------------- Hastega --------------------------------------------------------------------------------------------------------------------------- MP Cost: 30 Sell: 500 Gil Extract from: Sacred: Yellow Temple (boss), Mover: Endless Trade: 90 Sands of Time (Tengu: Ventry Heights, Cactuar: Ebidar Desert, Tengu Mage: Regal Sura, Red Dragon: Red Temple) Function: Doubles the Spd stat of all characters. --------------------------------------------------------------------------------------------------------------------------- Protect --------------------------------------------------------------------------------------------------------------------------- MP Cost: 14 Sell: 150 Gil Extract from: Kogagu: Kogagu Cave (boss), Sand Gordon: Ebidar Desert, Zuu: Regal Sura Trade: 5 Clear Stones (Kogagu: Kogagu Cave (boss), Sand Gordon: Ebidar Desert, Zuu: Regal Sura) Function: Doubles the Vit stat of one character. --------------------------------------------------------------------------------------------------------------------------- Protega --------------------------------------------------------------------------------------------------------------------------- MP Cost: 48 Sell: 500 Gil Extract from: Valkyrie: White Temple (boss), Iron Giant: Endless Trade: 50 Clear Stones (Kogagu: Kogagu Cave (boss), Sand Gordon: Ebidar Desert, Zuu: Regal Sura) Function: Doubles the Vit stat of all characters. --------------------------------------------------------------------------------------------------------------------------- Fire Shell --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Sell: 200 Gil Extract from: Scorpion: Ebidar Desert, Fire Flan: Red Temple Trade: 4 Fire Curtains (Scorpion: Ebidar Desert, Fire Flan: Red Temple) Function: Halves damage one character takes from any fire attacks/spells. If casted on a character wearing a Fire Robe or Shield Armor, that character will be invulnerable to fire attacks. --------------------------------------------------------------------------------------------------------------------------- Ice Shell --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Sell: 200 Gil Extract from: Lobo: Ventry Heights Trade: 4 Ice Curtains (Lobo: Ventry Heights, Ice Flan: White Temple) Function: Halves damage one character takes from any ice attacks/spells. If casted on a character wearing an Ice Robe or Shield Armor, that character will be invulnerable to ice attacks. --------------------------------------------------------------------------------------------------------------------------- Thunder Shell --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Sell: 200 Gil Extract from: Anacondaur: Laboratory, Thunder Flan: Yellow Temple Trade: 4 Thunder Curtains (Anacondaur: Laboratory, Thunder Flan: Yellow Temple) Function: Halves damage one character takes from any thunder attacks/spells. If casted on a character wearing a Thunder Robe or Shield Armor, that character will be invulnerable to thunder attacks. --------------------------------------------------------------------------------------------------------------------------- Water Shell --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Sell: 200 Gil Extract from: Garm: Finel Barren Plains, Ice Flan: White Temple, Water Flan: Blue Temple Trade: 4 Water Curtains (Garm: Finel Barren Plains, Ice Flan: White Temple, Water Flan: Blue Temple) Function: Halves damage one character takes from any water attacks/spells. If casted on a character wearing a Water Robe, that character will be invulnerable to water attacks. --------------------------------------------------------------------------------------------------------------------------- Scan --------------------------------------------------------------------------------------------------------------------------- MP Cost: 2 Sell: 25 Gil Extract from: Clipper: Stars Bliss, Seeker Bat: Kogagu Cave Trade: 1 Energy Crystal (Land Duo: Ebidar Desert (boss), Ifrit: Ebidar Desert (boss), Hecteyes: Endless, Pollensalita: Lost Lab) Function: Retrieves vital stats for enemies. Unlike Scan in other Final Fantasy games, one Scan here gives the stats for all enemies currently active instead of one in particular. --------------------------------------------------------------------------------------------------------------------------- Might --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Sell: 150 Gil Extract from: Canikabol: Mian Forest (boss), Bashura: Regal Sura Trade: 4 Hero Drinks (Bashura: Regal Sura) Function: Doubles the Str stat of one character. --------------------------------------------------------------------------------------------------------------------------- Confuse --------------------------------------------------------------------------------------------------------------------------- MP Cost: 6 Sell: 75 Gil Extract from: Ras'Kal: Laboratory, Lamia: Tazuu Falls Trade: 4 Leco Weeds (Ras'Kal: Laboratory) Function: Gives Confuse condition to the target; they can't control themselves and start attacking people on their side of the battlefield until they're hit or healed. Note: Ras'Kals do not appear in the Laboratory due to a bug if you're playing version 2.0 of the game. See section 1.4 of this guide for more information. --------------------------------------------------------------------------------------------------------------------------- Silence --------------------------------------------------------------------------------------------------------------------------- MP Cost: 6 Sell: 75 Gil Extract from: Adjo/Gudo: Stars Bliss (boss), Goblin: Kogagu Cave, Black Goblin: Tazuu Falls Trade: 4 Mute Masks (Canikabol: Mian Forest (boss), Goblin: Kogagu Cave, Black Goblin: Tazuu Falls) Function: Gives Silence condition to the target; they cannot cast magic spells. --------------------------------------------------------------------------------------------------------------------------- Sleep --------------------------------------------------------------------------------------------------------------------------- MP Cost: 6 Sell: 75 Gil Extract from: Gargoyle: Ventry Heights, Forbidden: Tazuu Falls Trade: 4 Dream Dusts (Gargoyle: Ventry Heights (steal only), Forbidden: Tazuu Falls) Function: Gives Sleep condition to the target; they will be unable to perform any actions until they wake up or you hit them. --------------------------------------------------------------------------------------------------------------------------- Holy --------------------------------------------------------------------------------------------------------------------------- MP Cost: 76 Sell: 750 Gil Extract from: Queen of Magik: Temple of Magik (boss), Pollensalita: Lost Lab Trade: 90 Energy Crystals (Land Duo: Ebidar Desert (boss), Ifrit: Ebidar Desert (boss), Hecteyes: Endless, Pollensalita: Lost Lab) Function: Deals large light damage to one target. _____ __________ 5.2 \__________________________________________________________________________________________________________/ ffen_5.2 =========================================================================================================================== Black Magic =========================================================================================================================== The following spells are black magic spells, designed to damage its target or impart bad status conditions. --------------------------------------------------------------------------------------------------------------------------- Fire --------------------------------------------------------------------------------------------------------------------------- MP Cost: 4 Sell: 50 Gil Extract from: Furan Toad: Stars Bliss, Bomb: Mian Forest Trade: 4 Bomb Souls (Bomb: Mian Forest) Function: Deals low fire damage to one target. --------------------------------------------------------------------------------------------------------------------------- Fira --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Sell: 200 Gil Extract from: Grenade: Ebidar Desert, Skoll: Red Temple Trade: 4 Inferno Fangs (Grenade: Ebidar Desert, Skoll: Red Temple) Function: Deals moderate fire damage to one target. --------------------------------------------------------------------------------------------------------------------------- Firaga --------------------------------------------------------------------------------------------------------------------------- MP Cost: 16 Sell: 500 Gil Extract from: Explosive: Red Temple, Stilva: Endless Trade: 4 Fire Gems (Explosive: Red Temple, Salamander: Red Temple (boss)) Function: Deals large fire damage to one target. --------------------------------------------------------------------------------------------------------------------------- Blizzard --------------------------------------------------------------------------------------------------------------------------- MP Cost: 4 Sell: 50 Gil Extract from: Funguar: Mian Forest Trade: 4 Ice Shards (Funguar: Mian Forest) Function: Deals low ice damage to one target. --------------------------------------------------------------------------------------------------------------------------- Blizzara --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Sell: 200 Gil Extract from: Stray Soul: Ventry Heights (boss), Freon Toad: Finel Barren Plains, Lizard Man: White Temple Trade: 4 Arctic Winds (Stray Soul: Ventry Heights (boss), Freon Toad: Finel Barren Plains, Lizard Man: White Temple) Function: Deals moderate ice damage to one target. --------------------------------------------------------------------------------------------------------------------------- Blizzaga --------------------------------------------------------------------------------------------------------------------------- MP Cost: 16 Sell: 500 Gil Extract from: Adamantoise: White Temple, Wraith: Lost Lab Trade: 4 Ice Gems (Adamantoise: White Temple, Valkyrie: White Temple (boss), Wraith: Lost Lab) Function: Deals large ice damage to one target. --------------------------------------------------------------------------------------------------------------------------- Thunder --------------------------------------------------------------------------------------------------------------------------- MP Cost: 4 Sell: 50 Gil Extract from: Dingo: Mian Forest Trade: 4 Coiled Wires (Dingo: Mian Forest) Function: Deals low thunder damage to one target. --------------------------------------------------------------------------------------------------------------------------- Thundara --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Sell: 200 Gil Extract from: Android: Ress (boss), Garuda: Finel Barren Plains, Kactuar: Yellow Temple Trade: 4 Nimbus Cores (Android: Ress (boss), Garuda: Finel Barren Plains, Kactuar: Yellow Temple) Function: Deals moderate thunder damage to one target. --------------------------------------------------------------------------------------------------------------------------- Thundaga --------------------------------------------------------------------------------------------------------------------------- MP Cost: 16 Sell: 500 Gil Extract from: Amdusias: Yellow Temple, Zone Keeper: Endless Trade: 4 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss) Function: Deals large thunder damage to one target. --------------------------------------------------------------------------------------------------------------------------- Water --------------------------------------------------------------------------------------------------------------------------- MP Cost: 4 Sell: 50 Gil Extract from: Piranha: Tazuu Falls Trade: 4 Fish Scales (Piranha: Tazuu Falls) Function: Deals low water damage to one target. --------------------------------------------------------------------------------------------------------------------------- Watara --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Sell: 200 Gil Extract from: Bio Yomara: Necelia (boss), Mushussu: Laboratory, Shahagin: Blue Temple Trade: 4 Dragon Tails (Mushussu: Laboratory, Shahagin: Blue Temple) Function: Deals moderate water damage to one target. --------------------------------------------------------------------------------------------------------------------------- Wataga --------------------------------------------------------------------------------------------------------------------------- MP Cost: 16 Sell: 500 Gil Extract from: Chimera Elder: Blue Temple, Malboro: Lost Lab Trade: 4 Water Gems (Chimera Elder: Blue Temple, Hydra Head: Blue Temple (boss), Malboro: Lost Lab) Function: Deals large water damage to one target. --------------------------------------------------------------------------------------------------------------------------- Slow --------------------------------------------------------------------------------------------------------------------------- MP Cost: 12 Sell: 75 Gil Extract from: Tengu: Ventry Heights, Trick Bug: Finel Capital, Red Dragon: Red Temple Trade: 4 Sands of Time (Tengu: Ventry Heights, Cactuar: Ebidar Desert, Tengu Mage: Regal Sura, Red Dragon: Red Temple) Function: Halves the Spd stat of one target. --------------------------------------------------------------------------------------------------------------------------- Slowga --------------------------------------------------------------------------------------------------------------------------- MP Cost: 20 Sell: 200 Gil Extract from: Salamander: Red Temple (boss), Methusalla: Endless Trade: 60 Sands of Time (Tengu: Ventry Heights, Cactuar: Ebidar Desert, Tengu Mage: Regal Sura, Red Dragon: Red Temple) Function: Halves the Spd stat of all targets. --------------------------------------------------------------------------------------------------------------------------- Drain --------------------------------------------------------------------------------------------------------------------------- MP Cost: 12 Sell: 200 Gil Extract from: Land Duo: Ebidar Desert (boss), Red Bat: Tazuu Falls, Hybrid: Regal Sura Trade: 10 Energy Crystals (Land Duo: Ebidar Desert (boss), Ifrit: Ebidar Desert (boss), Hecteyes: Endless, Pollensalita: Lost Lab) Function: Steals HP from one target and gives it to the caster. --------------------------------------------------------------------------------------------------------------------------- Aspell --------------------------------------------------------------------------------------------------------------------------- MP Cost: 1 Sell: 500 Gil Extract from: Hydra Head: Blue Temple (boss), Hecteyes: Endless Trade: 40 Energy Crystals (Land Duo: Ebidar Desert (boss), Ifrit: Ebidar Desert (boss), Hecteyes: Endless, Pollensalita: Lost Lab) Function: Steals MP from one target and gives it to the caster. --------------------------------------------------------------------------------------------------------------------------- Bio --------------------------------------------------------------------------------------------------------------------------- MP Cost: 6 Sell: 75 Gil Extract from: Bio Yoma: Stars Bliss (boss), Bite Bug: Stars Bliss, Cave Imp: Kogagu Cave Trade: 8 Deadly Wastes (Cave Imp: Kogagu Cave) Function: Gives Poison condition to one target; they will lose a small amount of HP every turn. --------------------------------------------------------------------------------------------------------------------------- Stop --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Sell: 150 Gil Extract from: Tengu Mage: Regal Sura, Yellow Dragon: Yellow Temple Trade: 30 Sands of Time (Tengu: Ventry Heights, Cactuar: Ebidar Desert, Tengu Mage: Regal Sura, Red Dragon: Red Temple) Function: Gives Stop condition to one target; they will be unable to move. --------------------------------------------------------------------------------------------------------------------------- Death --------------------------------------------------------------------------------------------------------------------------- MP Cost: 18 Sell: 300 Gil Extract from: High Mage: Tazuu Falls (boss), Tonberry: Endless Trade: 8 Chef's Knives (High Mage: Tazuu Falls (boss)) Function: Instant KO to one target. Doesn't work on bosses. --------------------------------------------------------------------------------------------------------------------------- Comet --------------------------------------------------------------------------------------------------------------------------- MP Cost: 16 Sell: 400 Gil Extract from: Behemoth: Regal Sura, Fusion Quenlin: Endless (boss) Trade: 24 Star Dusts (Behemoth: Regal Sura) Function: Deals moderate baseless damage to one target. Ignores enemy defense. --------------------------------------------------------------------------------------------------------------------------- Flare --------------------------------------------------------------------------------------------------------------------------- MP Cost: 54 Sell: 600 Gil Extract from: King Behemoth: Lost Lab, Watcher Beta: Lost Lab (boss) Trade: 30 Dark Matters (King Behemoth: Lost Lab) Function: Deals large baseless damage to one target. Ignores enemy defense. --------------------------------------------------------------------------------------------------------------------------- Ultima --------------------------------------------------------------------------------------------------------------------------- MP Cost: 90 Sell: 1000 Gil Extract from: Watcher Omega: Lost Lab (boss) Trade: 99 Dark Matters (King Behemoth: Lost Lab) Function: Deals massive baseless damage to all targets. Ignores enemy defense. _____ __________ 5.3 \__________________________________________________________________________________________________________/ ffen_5.3 =========================================================================================================================== Blue Magic =========================================================================================================================== The following spells are Blue Magic spells, whose skills encompass abilities used by both White and Black Magic. Note that the Lamia Tiara item you can steal from Lamias in Tazuu Falls forces enemies to use their Blue Magic spells more often than normal, which makes these spells easier for Ellana to learn. --------------------------------------------------------------------------------------------------------------------------- Goblin Punch --------------------------------------------------------------------------------------------------------------------------- MP Cost: 0 Learn from: Goblin: Kogagu Cave, Black Goblin: Tazuu Falls Function: Deals low baseless damage to one target. --------------------------------------------------------------------------------------------------------------------------- Mind Blast --------------------------------------------------------------------------------------------------------------------------- MP Cost: 6 Learn from: Tengu: Ventry Heights, Tengu Mage: Regal Sura Function: Deals low baseless damage to one target and gives them Distract condition; they'll get turned around and lose a turn in the process. --------------------------------------------------------------------------------------------------------------------------- ? ? ? ? ? --------------------------------------------------------------------------------------------------------------------------- MP Cost: 8 Learn from: Zombie: Laboratory Function: Deals low damage of an unknown type to one target. --------------------------------------------------------------------------------------------------------------------------- Mogri Dash --------------------------------------------------------------------------------------------------------------------------- MP Cost: 10 Learn from: Wild Chocobo: Chocobo Island Function: Stray moogle bashes into one target for baseless damage. Amount of damage done is based on the amount of battles Ellana has escaped from; roughly 20 damage is done if you've never escaped, up to about 440 damage if Ellana's escaped 480 times or more. Note: Wild Chocobos will not use this skill unless Ellana has the Lamia Tiara equipped. --------------------------------------------------------------------------------------------------------------------------- Jade Coin --------------------------------------------------------------------------------------------------------------------------- MP Cost: 12 Learn from: Hybrid: Regal Sura Function: 50/50 chance of full HP recovery or instant death. --------------------------------------------------------------------------------------------------------------------------- 100 Needles --------------------------------------------------------------------------------------------------------------------------- MP Cost: 16 Learn from: Cactuars: Ebidar Desert, Kactuars: Yellow Temple Function: Deals roughly 100 points of damage to one target. --------------------------------------------------------------------------------------------------------------------------- Limit Glove --------------------------------------------------------------------------------------------------------------------------- MP Cost: 18 Learn from: Methusalla: Endless Function: Cures entire party's bad status effects, but drops all party members' HP to 1. Note: Methusallas will not use this skill unless Ellana has the Lamia Tiara equipped. You must also hit them with some bad status effects to make them use it. --------------------------------------------------------------------------------------------------------------------------- Break --------------------------------------------------------------------------------------------------------------------------- MP Cost: 20 Learn from: Lamia: Tazuu Falls Function: Does small baseless damage to one target; may cause Petrify. --------------------------------------------------------------------------------------------------------------------------- Aqua Lung --------------------------------------------------------------------------------------------------------------------------- MP Cost: 22 Learn from: Chimera: Ebidar Desert, Chimera Elder: Blue Temple Function: Deals moderate water damage to all enemies. --------------------------------------------------------------------------------------------------------------------------- Moon Flute --------------------------------------------------------------------------------------------------------------------------- MP Cost: 24 Learn from: Coral: Regal Sura (boss), Zone Keeper: Endless Function: Gives Berserk condition to all enemies; they will physically attack every turn without a choice. --------------------------------------------------------------------------------------------------------------------------- White Wind --------------------------------------------------------------------------------------------------------------------------- MP Cost: 30 Learn from: White Dragon: White Temple Function: Heals entire party by amount of Ellana's current HP. --------------------------------------------------------------------------------------------------------------------------- Guard Off --------------------------------------------------------------------------------------------------------------------------- MP Cost: 32 Learn from: Iron Giant: Endless Function: Halves one target's Vit stat. --------------------------------------------------------------------------------------------------------------------------- Exploder --------------------------------------------------------------------------------------------------------------------------- MP Cost: 34 Learn from: Security Gun A: Laboratory Function: Deals large baseless damage to one target. --------------------------------------------------------------------------------------------------------------------------- Magic Hammer --------------------------------------------------------------------------------------------------------------------------- MP Cost: 46 Learn from: King Behemoth: Lost Lab Function: Makes target lose MP. --------------------------------------------------------------------------------------------------------------------------- Sour Lung --------------------------------------------------------------------------------------------------------------------------- MP Cost: 58 Learn from: Malboro: Lost Lab Function: Gives all enemies Berserk, Confuse, Darkness, Poison, Silence, and Sleep conditions. --------------------------------------------------------------------------------------------------------------------------- Shadow Flare --------------------------------------------------------------------------------------------------------------------------- MP Cost: 60 Learn from: Watcher Beta: Lost Lab (boss) Function: Deals large shadow damage to one target. _____ __________ 5.4 \__________________________________________________________________________________________________________/ ffen_5.4 =========================================================================================================================== Dainsevs =========================================================================================================================== Dainsevs are Endless Nova's versions of summons. Dainsevs are equippable items, like weapons and armor. You can only have one Dainsev equipped to each character at any given time. The Dainsev will add one specific summon to your Skills, but will also lower some of your stats in one return. --------------------------------------------------------------------------------------------------------------------------- Cait Sith --------------------------------------------------------------------------------------------------------------------------- MP Cost: 12 Stat Drop: -5 Spd Skill Name: Cat Rain Skill Description: Feline spirit confuses all targets Function: Gives Confuse condition to all enemies. Found at: Mian Forest Requirements: Defeat Canikabol Details: After the spot where you fight Canikabol, continue walking towards the end of the forest and you'll see the Dainsev in plain view. --------------------------------------------------------------------------------------------------------------------------- Siren --------------------------------------------------------------------------------------------------------------------------- MP Cost: 14 Stat Drop: -5 Mag Skill Name: Peace Song Skill Description: Beautiful spirit puts all enemies to sleep Function: Gives Sleep condition to all enemies. Found at: Kogagu Cave Requirements: Defeat Kogagu Details: In the central area of the second floor, take the path going straight down to find this Dainsev. The button in the southeast corner of Kogagu's room must be hit for the spikes blocking this room to disappear. --------------------------------------------------------------------------------------------------------------------------- Shiva --------------------------------------------------------------------------------------------------------------------------- MP Cost: 18 Stat Drop: -5 Str Skill Name: Diamond Dust Skill Description: Frozen spirit releases ice razors Function: Deals moderate ice damage to all enemies. Found at: Corret Requirements: 5000 Gil Details: Pay the Kortiran thief outside of Mason's house in Corret to receive Shiva. --------------------------------------------------------------------------------------------------------------------------- Ifrit --------------------------------------------------------------------------------------------------------------------------- MP Cost: 20 Stat Drop: -5 Vit Skill Name: Hell Fire Skill Description: Fire spirit burns battleground Function: Deals moderate fire damage to all enemies. Found at: Ebidar Desert Requirements: Defeat in battle Details: From the southeastern exit to the world map, walk west and head north when you can to meet a PuPu. From the PuPu, head west to where the path branches north. Go north until a wall blocks your progress. From there, head east just a few steps, and you can then go north again. Go north all the way until you see the PuPu and the warning sign; the path above the PuPu leads to Ifrit. --------------------------------------------------------------------------------------------------------------------------- Ixion --------------------------------------------------------------------------------------------------------------------------- MP Cost: 24 Stat Drop: -10 Spd Skill Name: Thor's Hammer Skill Description: Thunder god unleashes a storm Function: Deals moderate thunder damage to all enemies. Found at: Astral Tower Requirements: N/A Details: Climb up to the far right tower and light the lightning rod on the left. --------------------------------------------------------------------------------------------------------------------------- Catoblepas --------------------------------------------------------------------------------------------------------------------------- MP Cost: 28 Stat Drop: -10 Mag Skill Name: Stone Eye Skill Description: One-eyed spirit sets evil in stone Function: Gives Petrify condition to all enemies. Found at: Laboratory Requirements: Defeat Watcher Alpha Details: After defeating the boss, read the note on the wall and get the three-digit combination code. Use that code on the far northeast door in the previous room. --------------------------------------------------------------------------------------------------------------------------- Kirin --------------------------------------------------------------------------------------------------------------------------- MP Cost: 30 Stat Drop: -10 Str Skill Name: Life Guard Skill Description: Healing spirit releases a healing mist Function: Gives Regen condition to all party members. Automatically wears off after five rounds. Found at: Finel Capital (Arcade) Requirements: 750 tickets Details: N/A --------------------------------------------------------------------------------------------------------------------------- Harle --------------------------------------------------------------------------------------------------------------------------- MP Cost: 32 Stat Drop: -10 Vit Skill Name: Coin Dance Skill Description: Jester spirit heals according to Gil held Function: Heals the entire party by current Gil amount divided by 1000. Found at: Necelia (Auction House) Requirements: 19000 to 21000 Gil Details: N/A --------------------------------------------------------------------------------------------------------------------------- Lich --------------------------------------------------------------------------------------------------------------------------- MP Cost: 34 Stat Drop: -20 Mag Skill Name: Eternal Madness Skill Description: Dark spirit attacks with shadow energy Function: Deals moderate shadow damage to all enemies. Found at: Tazuu Falls Requirements: Own at least five Dainsevs Details: After High Mage is defeated and the entire party is back together, go into Tazuu Falls and head north at the first branch. Hop over pits until you find the Dainsev. --------------------------------------------------------------------------------------------------------------------------- Odin --------------------------------------------------------------------------------------------------------------------------- MP Cost: 42 Stat Drop: -20 Vit Skill Name: Steel Bladed Sword Skill Description: Horse riding spirit slices enemies Function: Deals moderate baseless damage to all enemies; may cause Death as well. Found at: Trader (Barter System) Requirements: 10 Dark Matters Details: N/A --------------------------------------------------------------------------------------------------------------------------- Atomos --------------------------------------------------------------------------------------------------------------------------- MP Cost: 44 Stat Drop: -20 Spd Skill Name: Mega Vortex Skill Description: Vacuum spirit drains 25% of enemies' HP Function: Casts enemy skill Gravity on all enemies. Found at: Regal Sura Requirements: Defeat Coral and Reef Details: Before leaving Regal Sura, activate the elevator in Basement Level 3 by hitting the target number on the nearby panel. The Dainsev is in B4. --------------------------------------------------------------------------------------------------------------------------- Bahamut --------------------------------------------------------------------------------------------------------------------------- MP Cost: 50 Stat Drop: -20 Str Skill Name: Mega Flare Skill Description: Dragon spirit pierces the toughest armor Function: Deals moderate baseless damage to all enemies, regardless of extra defense or shields. Found at: Small Bluff Requirements: Defeat in battle Details: Reach this Dainsev by taking a western exit out of the first room of the White Temple. Your party's HP generally needs to be 250 or higher to survive the battle. --------------------------------------------------------------------------------------------------------------------------- Leviathan --------------------------------------------------------------------------------------------------------------------------- MP Cost: 54 Stat Drop: -30 Mag Skill Name: Tsunami Skill Description: Ocean spirit floods area Function: Deals moderate water damage to all enemies. Found at: Blue Temple Requirements: Own at least eight Dainsevs Details: The Dainsev is located in a back room found by using the warp bubbles from the northeastern path in the temple. --------------------------------------------------------------------------------------------------------------------------- Alexander --------------------------------------------------------------------------------------------------------------------------- MP Cost: 68 Stat Drop: -30 Vit Skill Name: Holy Judgment Skill Description: Castle spirit banishes darkness Function: Deals moderate light damage to all enemies. Found at: Arleah Requirements: Potion Details: Give the girl standing near the bottom of the colony ruins a Potion to receive the Dainsev. The girl doesn't appear until after you've talked to Skeet. --------------------------------------------------------------------------------------------------------------------------- Phoenix --------------------------------------------------------------------------------------------------------------------------- MP Cost: 70 Stat Drop: -30 Spd Skill Name: Rebirth Flame Skill Description: Bird spirit revives fallen allies Function: Casts Raise on all KO'd party members. Found at: Kortira (Dig Operation) Requirements: 200 Points Details: N/A --------------------------------------------------------------------------------------------------------------------------- Carbuncle --------------------------------------------------------------------------------------------------------------------------- MP Cost: 74 Stat Drop: -30 Str Skill Name: Emerald Light Skill Description: Magical spirit purifies the field Function: Cures all bad status conditions given to the party at the beginning of each round. Automatically wears off after four rounds. Found at: Necelia (Auction House) Requirements: 110000 to 140000 Gil Details: N/A --------------------------------------------------------------------------------------------------------------------------- Atlas --------------------------------------------------------------------------------------------------------------------------- MP Cost: 100 Stat Drop: -25 Str, -25 Vit Skill Name: World Wide Purge Skill Description: Supportive spirit smashes the wicked. Function: Deals large baseless damage to all enemies. Found at: Lost Lab Requirements: Defeat two King Behemoths Details: Found in the left-hand room on Basement Level 2. --------------------------------------------------------------------------------------------------------------------------- Dream Stooges --------------------------------------------------------------------------------------------------------------------------- MP Cost: 130 Stat Drop: -25 Mag, -25 Spd Skill Name: Tetra Penalty Skill Description: Triplet spirits perform devastating spell Function: Deals large fire, ice, and thunder damage to all enemies. Found at: Temple of Lost Magik Requirements: Defeat Queen of Magik, own other 17 Dainsevs Details: See section 10.7 for full information on the sidequest that leads to this Dainsev. _____ __________ 6.0 \__________________________________________________________________________________________________________/ ffen_6.0 =========================================================================================================================== I T E M S =========================================================================================================================== Below is a list of all the weapons, armor, relics, and items you can receive or purchase throughout the game, how much they cost, how much they sell for, what stats the item affects, where you can get it, and extra details where applicable. Items are listed in the order they appear in shops in the game, which is generally from lowest to highest price. The Chest row lists where various locations have that item hidden in treasure chests; if the chest is listed as a magic one, then a special item received from the 10.7 sidequest is required to open it. Person lists when a specific person will give you this item as a gift. Map notes when you can find that item as you travel on the world map; the location listed is the destination you're heading to as you pass the item. Alternate lists other means of getting the item, such as game prizes or the Barter system. Though Wisdom Orbs and Trade Items count as items in the game, they're listed in this guide in sections 5.0 and 7.0 respectively, for ease of consolidation and to prevent information from having to be listed multiple times unnecessarily. For weaponry, armor, and relics, items that list Pow give your physical attacks the power of that element. Tip items allow your physical attacks to give that status condition to the target. Stk items make physical attacks from that weapon do more damage against that enemy class. _____ __________ 6.1 \__________________________________________________________________________________________________________/ ffen_6.1 =========================================================================================================================== Swords =========================================================================================================================== --------------------------------------------------------------------------------------------------------------------------- Broadsword --------------------------------------------------------------------------------------------------------------------------- Cost: 200 Gil Sell: 100 Gil Function: +5 Str Purchase at: Stars Bliss Alternate: N/A Note: Starting weapon for Deren. --------------------------------------------------------------------------------------------------------------------------- Iron Sword --------------------------------------------------------------------------------------------------------------------------- Cost: 300 Gil Sell: 150 Gil Function: +5 Str, Shell Stk Purchase at: Stars Bliss Chest: Stars Bliss (x1) Alternate: 5 Fish Scales (Piranha: Tazuu Falls) --------------------------------------------------------------------------------------------------------------------------- Mythril Saber --------------------------------------------------------------------------------------------------------------------------- Cost: 500 Gil Sell: 250 Gil Function: +10 Str, Shell Stk Purchase at: Darum Alternate: 9 Fish Scales (Piranha: Tazuu Falls) --------------------------------------------------------------------------------------------------------------------------- Wing Edge --------------------------------------------------------------------------------------------------------------------------- Cost: 700 Gil Sell: 350 Gil Function: +15 Str, Shell Stk Purchase at: Darum, Kogagu Cave Alternate: 20 Fish Scales (Piranha: Tazuu Falls) Note: Teaches Deren "Rough Dive" skill. --------------------------------------------------------------------------------------------------------------------------- Ice Brand --------------------------------------------------------------------------------------------------------------------------- Cost: 1100 Gil Sell: 550 Gil Function: +25 Str, Ice Pow Purchase at: Kogagu Cave, Corret Steal from: Stray Soul: Ventry Heights (boss) Alternate: 18 Ice Shards (Funguar: Mian Forest) Note: Teaches Deren "Magic Break" skill. --------------------------------------------------------------------------------------------------------------------------- Sonic Steel --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 750 Gil Function: +25 Str, Critical Up Purchase at: N/A Chest: Ebidar Desert (x1) Alternate: N/A Note: Teaches Deren "Power Break" skill. --------------------------------------------------------------------------------------------------------------------------- Coral Sword --------------------------------------------------------------------------------------------------------------------------- Cost: 2650 Gil Sell: 1325 Gil Function: +40 Str, Thunder Pow Purchase at: Corret, Necelia Alternate: 40 Nimbus Cores (Android: Ress (boss), Garuda: Finel Barren Plains, Kactuar: Yellow Temple) Note: Teaches Deren "Magic Break" skill. --------------------------------------------------------------------------------------------------------------------------- Wizard Sword --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 1625 Gil Function: +40 Str, +10 Mag, Shell Stk Purchase at: N/A Alternate: Auction House (all 3 sessions, 6000-8000 Gil) Note: Teaches Deren "Magic Shock" skill. --------------------------------------------------------------------------------------------------------------------------- Rune Master --------------------------------------------------------------------------------------------------------------------------- Cost: 4050 Gil Sell: 2025 Gil Function: +55 Str, Shell Stk, Slow Tip Purchase at: Corret, Necelia, Finel Chest: Finel Barren Plains (x1) Alternate: 18 Dragon Tails (Mushussu: Laboratory, Shahagin: Blue Temple) Note: Teaches Deren "Magic Break" skill. --------------------------------------------------------------------------------------------------------------------------- Hunter's Blade --------------------------------------------------------------------------------------------------------------------------- Cost: 4150 Gil Sell: 2075 Gil Function: +65 Str, Beast Stk, Thunder Pow Purchase at: Necelia, Finel Alternate: 26 Dragon Tails (Mushussu: Laboratory, Shahagin: Blue Temple) Note: Teaches Deren "Power Break" skill. --------------------------------------------------------------------------------------------------------------------------- Diamond Sword --------------------------------------------------------------------------------------------------------------------------- Cost: 4750 Gil Sell: 2375 Gil Function: +75 Str, Shell Stk Purchase at: Finel, Kortira Win from: Fusion Quenlin: Endless (boss) Alternate: 46 Dragon Tails (Mushussu: Laboratory, Shahagin: Blue Temple) Note: Teaches Deren "Rough Dive" skill. --------------------------------------------------------------------------------------------------------------------------- Sword of Dawn --------------------------------------------------------------------------------------------------------------------------- Cost: 7700 Gil Sell: 3850 Gil Function: +90 Str, Demon Stk Purchase at: Finel, Kortira Alternate: 68 Dragon Tails (Mushussu: Laboratory, Shahagin: Blue Temple) --------------------------------------------------------------------------------------------------------------------------- Particle Blade --------------------------------------------------------------------------------------------------------------------------- Cost: 8500 Gil Sell: 4250 Gil Function: +100 Str, Shell Stk Purchase at: Yoih, Vahl Eier Alternate: 15 Water Gems (Chimera Elder: Blue Temple, Hydra Head: Blue Temple (boss), Malboro: Lost Lab) Note: Teaches Deren "Power Break" skill. --------------------------------------------------------------------------------------------------------------------------- Enhanced Sword --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 5000 Gil Function: +90 Str, Double Atk Purchase at: N/A Alternate: 55 Water Gems (Chimera Elder: Blue Temple, Hydra Head: Blue Temple (boss), Malboro: Lost Lab) Note: Teaches Deren "Armor Break" skill. --------------------------------------------------------------------------------------------------------------------------- Crystal Sword --------------------------------------------------------------------------------------------------------------------------- Cost: 9700 Gil Sell: 4850 Gil Function: +115 Str, Shell Stk Purchase at: Yoih, Vahl Eier, Stars Bliss Alternate: 30 Water Gems (Chimera Elder: Blue Temple, Hydra Head: Blue Temple (boss), Malboro: Lost Lab) Note: Teaches Deren "Rough Dive" skill. --------------------------------------------------------------------------------------------------------------------------- Dragon Fate --------------------------------------------------------------------------------------------------------------------------- Cost: 13800 Gil Sell: 6900 Gil Function: +130 Str, Dragon Stk Purchase at: Stars Bliss Alternate: 42 Water Gems (Chimera Elder: Blue Temple, Hydra Head: Blue Temple (boss), Malboro: Lost Lab) Note: Teaches Deren "Armor Break" skill. --------------------------------------------------------------------------------------------------------------------------- Masamune --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 12900 Gil Function: +130 Str, Growth Up Purchase at: N/A Alternate: 99 Water Gems (Chimera Elder: Blue Temple, Hydra Head: Blue Temple (boss), Malboro: Lost Lab) Note: Teaches Deren "Armor Break" skill. --------------------------------------------------------------------------------------------------------------------------- Excalibur --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 11000 Gil Function: +150 Str, Light Pow, Zombie Stk Purchase at: N/A Chest: Necelia (x1, magic) Alternate: N/A Note: Teaches Deren "Zombie Slash" skill. Skill can only be used when this weapon is equipped. --------------------------------------------------------------------------------------------------------------------------- Grim Blade --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 18250 Gil Function: +175 Str, Shadow Pow, Shell Stk, Death Tip Purchase at: N/A Chest: Arleah (x1, magic) Alternate: N/A Note: Teaches Deren "Power Break", "Magic Break", and "Armor Break" skills. _____ __________ 6.2 \__________________________________________________________________________________________________________/ ffen_6.2 --------------------------------------------------------------------------------------------------------------------------- Handguns --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- Handgun --------------------------------------------------------------------------------------------------------------------------- Cost: 300 Gil Sell: 150 Gil Function: +5 Str, Flyer Stk Purchase at: Stars Bliss Alternate: N/A Note: Starting weapon for Motor. --------------------------------------------------------------------------------------------------------------------------- Spring Trigger --------------------------------------------------------------------------------------------------------------------------- Cost: 500 Gil Sell: 250 Gil Function: +10 Str, Flyer Stk Purchase at: Darum Alternate: N/A --------------------------------------------------------------------------------------------------------------------------- Wire Gun --------------------------------------------------------------------------------------------------------------------------- Cost: 600 Gil Sell: 300 Gil Function: +10 Str, Flyer Stk, Thunder Pow Purchase at: Darum, Kogagu Cave Steal from: Android: Ress (boss) Alternate: 16 Coiled Wires (Dingo: Mian Forest) --------------------------------------------------------------------------------------------------------------------------- Cannon Ball --------------------------------------------------------------------------------------------------------------------------- Cost: 900 Gil Sell: 450 Gil Function: +20 Str, Flyer Stk Purchase at: Kogagu Cave, Corret Chest: Necelia (x1) Alternate: 26 Coiled Wires (Dingo: Mian Forest) --------------------------------------------------------------------------------------------------------------------------- Steam Rush --------------------------------------------------------------------------------------------------------------------------- Cost: 1050 Gil Sell: 525 Gil Function: +20 Str, Confuse Tip Purchase at: Corret Chest: Ebidar Desert (x1) Alternate: 40 Coiled Wires (Dingo: Mian Forest) --------------------------------------------------------------------------------------------------------------------------- Assault Gun --------------------------------------------------------------------------------------------------------------------------- Cost: 1300 Gil Sell: 650 Gil Function: +30 Str, Flyer Stk Purchase at: Corret, Necelia Alternate: 14 Nimbus Cores (Android: Ress (boss), Garuda: Finel Barren Plains, Kactuar: Yellow Temple) --------------------------------------------------------------------------------------------------------------------------- Thunder Cannon --------------------------------------------------------------------------------------------------------------------------- Cost: 1400 Sell: 700 Function: +30 Str, Flyer Stk Purchase at: Necelia Chest: Finel Barren Plains (x1) Alternate: 18 Nimbus Cores (Android: Ress (boss), Garuda: Finel Barren Plains, Kactuar: Yellow Temple) --------------------------------------------------------------------------------------------------------------------------- Silver Slicer --------------------------------------------------------------------------------------------------------------------------- Cost: 2650 Gil Sell: 1325 Gil Function: +40 Str, Beast Stk Purchase at: Necelia, Finel Alternate: N/A --------------------------------------------------------------------------------------------------------------------------- Blessed Trigger --------------------------------------------------------------------------------------------------------------------------- Cost: 3250 Gil Sell: 1625 Gil Function: +50 Str, Zombie Stk Purchase at: Finel Alternate: 17 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss)) --------------------------------------------------------------------------------------------------------------------------- Blast Barrel --------------------------------------------------------------------------------------------------------------------------- Cost: 3850 Gil Sell: 1925 Gil Function: +60 Str, Flyer Stk Purchase at: Finel, Kortira Alternate: N/A --------------------------------------------------------------------------------------------------------------------------- Tranquil Gun --------------------------------------------------------------------------------------------------------------------------- Cost: 4700 Gil Sell: 2350 Gil Function: +70 Str, Slow Tip Purchase at: Finel, Kortira Alternate: 25 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss)) --------------------------------------------------------------------------------------------------------------------------- Land Grazor --------------------------------------------------------------------------------------------------------------------------- Cost: 7400 Gil Sell: 3700 Gil Function: +80 Str, Beast Stk, Crawler Stk Purchase at: Finel, Kortira Alternate: Auction House (session 2, 10000-12000 Gil), --------------------------------------------------------------------------------------------------------------------------- Rocket Launcher --------------------------------------------------------------------------------------------------------------------------- Cost: 8100 Gil Sell: 4050 Gil Function: +95 Str, Flyer Stk Purchase at: Yoih, Vahl Eier Alternate: 35 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss)) --------------------------------------------------------------------------------------------------------------------------- Gear Loader --------------------------------------------------------------------------------------------------------------------------- Cost: 8900 Gil Sell: 4450 Gil Function: +105 Str, Flyer Stk Purchase at: Yoih, Vahl Eier Alternate: 44 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss)) --------------------------------------------------------------------------------------------------------------------------- Solid Bazooka --------------------------------------------------------------------------------------------------------------------------- Cost: 9700 Gil Sell: 4850 Gil Function: +115 Str, Shell Stk Purchase at: Stars Bliss Alternate: 52 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss)) --------------------------------------------------------------------------------------------------------------------------- Snap Dragon --------------------------------------------------------------------------------------------------------------------------- Cost: 13500 Gil Sell: 6750 Gil Function: +125 Str, Flyer Stk Purchase at: Stars Bliss Alternate: 64 Thunder Gems (Amdusias: Yellow Temple, Sacred: Yellow Temple (boss)) --------------------------------------------------------------------------------------------------------------------------- Sniper Sight --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 7250 Gil Function: +125 Str, Ignore Evd Purchase at: N/A Chest: Lost Lab (x1) Alternate: N/A --------------------------------------------------------------------------------------------------------------------------- Ultra Ray --------------------------------------------------------------------------------------------------------------------------- Cost: N/A Sell: 8500 Gil Function: +130 Str, Flyer Stk, First Atk Purchase at: N/A Chest: Lost Lab (x1, magic) Alternate: N/A _____ __________ 6.3 \_______________________________________________________________