%o
                                    %%%#
                                   %%# %%%
                                 %%$   %%#@
                                %% %%%o% #%%
                  ,            % ,    %     %
     ### # #  #  ##  #    ###  ##  # %# ###  ##% ### # #   ###     #####
     #   # #  # # ## #    #   # ## #  #% #  # ## #   # #    #       # #
     #   # ## # # ## #    #   # ## ## # %#  #%##  #   #     #   &   # #
     ##  # # ## #### #  , ##  #### # ##% #  ####%  #  #     #       # #
     #   # #  # # ## #### #  %# ##%#  #% #  # ## ###  #    ###     #####
     #                    #  % % %%%  %  #   % %
     '                    '  % %%#  #%%  ' @%% %
     _________________________%__%_____%____%_%_________________________
    |  ___   _ _      _ _  _     _   ____    ___    _   _  _ _     ___  |
    | |   ` /_` ` /` / / `| |  .'_`.|  __| ,'  ,' ,' `.| || | |  ,'  ,' |
    | | |) / _ ` '  ' /| ,` | | (_) |  _|  `.  `.| (_) | || | |__`.  `. |
    | |___/_/ \_\_/\_/ |_|`_|  `._,'|_'     ,'_,' `._,'`.__,'____|.'_,' |
    |___________________________________________________________________|
                                    %% %%
                                     %%%
                                      o%



                     The world lies shrouded in darkness.
                                The wind dies...
                                The sea rages...
                              The earth decays...
                     But the people believe in a prophecy,
                      Patiently awaiting its fulfillment.

                        "When darkness veils the world,
                     four Warriors of Light shall come..."

        After a long journey, four young travelers did at last appear...
             ... and in the hand of each was clutched a crystal.



*=============================================================================*
  *~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ -*
                   Final Fantasy I & II: Dawn of Souls (FF1)
                               FAQ/Walkthrough
                          By: Dark Vortex (Quan Jin)
                         [email protected]
                                 Version 1.3
  *~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - ~ -*
*=============================================================================*

This guide may be found on the following sites:

[http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[http://www.gamespot.com]--------------------------------------------[GameSpot]
[http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[http://www.neoseeker.com]------------------------------------------[Neoseeker]
[http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[http://www.cheats.de]----------------------------------------------[Cheats.de]
[http://www.supercheats.com]--------------------------------------[SuperCheats]
[http://www.honestgamers.com]------------------------------------[HonestGamers]

This guide is copyright (c)2005-2006 Quan Jin

*=============================================================================*
   +---------------------------------------------------------------------+
                              Table Of Contents
   +---------------------------------------------------------------------+
*=============================================================================*

     1. Introduction...............................................[1000]
     2. FAQ........................................................[2000]
     3. Basics.....................................................[3000]
           3.1. Controls...........................................[3100]
           3.2. Battle System......................................[3200]
     4. Class System...............................................[4000]
     5. Walkthrough................................................[5000]
           5.1. The Four Warriors Of Light.........................[5100]
           5.2. An Elven Prince....................................[5200]
           5.3. Earth Shattering!..................................[5300]
           5.4. Volcanic Activity..................................[5400]
           5.5. The Airship........................................[5500]
           5.6. Citadel Of Trials..................................[5600]
           5.7. Waterlogged........................................[5700]
           5.8. Fortress In the Sky................................[5800]
           5.9. Final Chaos........................................[5900]
     6. Soul Of Chaos..............................................[6000]
           6.1. Earthgift Shrine...................................[6100]
           6.2. Hellfire Chasm.....................................[6200]
           6.3. Lifespring Grotto..................................[6300]
           6.4. Whisperwind Cove...................................[6400]
     7. Equipment Listing..........................................[7000]
           7.1. Weapons............................................[7100]
           7.2. Shields............................................[7200]
           7.3. Headwear...........................................[7300]
           7.4. Body Armor.........................................[7400]
           7.5. Gloves.............................................[7500]
     8. Magic Spells...............................................[8000]
           8.1. Black Magic........................................[8100]
           8.2. White Magic........................................[8200]
     9. Shop Listing...............................................[9000]
           9.1. Weapon Shops.......................................[9100]
           9.2. Armor Shops........................................[9200]
           9.3. Black Magic Shops..................................[9300]
           9.4. White Magic Shops..................................[9400]
           9.5. Item Shops.........................................[9500]
     10. Boss Listing.............................................[10000]
     11. Bestiary.................................................[11000]
     12. Version History..........................................[12000]
     13. Legal Disclaimers........................................[13000]
     14. Credits and Closing......................................[14000]

     To find a section quickly, press Ctrl-F and type in either the name
     of the section along with its content number (ie. 1., 2., 3., etc.)
     OR you can use the codes on the far right. Simply type in the
     brackets with the code number to get a jump.

*=============================================================================*
   +---------------------------------------------------------------------+
                               1. Introduction                   [1000]
   +---------------------------------------------------------------------+
*=============================================================================*

First, there was Final Fantasy Tactics Advance released for the GBA. Now
however, Square-Enix has taken another title and remade the NES hits, Final
Fantasy and Final Fantasy II for play on the Nintendo GameBoy Advance system.
For the most part, gameplay from the original NES remains intact. However, a
few additions, including the Soul Of Chaos and Soul Of Rebirth extra dungeons,
are apparent.

I hope you find this guide useful. Thanks for reading this useless intro and
enjoy!

*=============================================================================*
   +---------------------------------------------------------------------+
                                    2. FAQ                       [2000]
   +---------------------------------------------------------------------+
*=============================================================================*

+-----------------------------------------------------------------------------+

     [Q] Roughly how long is this game?

     [A] Being the first Final Fantasy, the length of this game isn't too
         long. Without a guide, it should take you a few weeks to find your
         way through the game as well as defeating the Soul Of Chaos
         dungeon.

+-----------------------------------------------------------------------------+

     [Q] What is the Soul Of Chaos?

     [A] The Soul Of Chaos is an all-new dungeon that appears once you beat
         Final Fantasy. If you defeat Final Fantasy II, a new dungeon also
         appears called the Soul Of Rebirth.

+-----------------------------------------------------------------------------+

     [Q] Whenever I engage in battle, sometimes "Preemptive Strike!" or
         "Ambushed!" appear at the top of the screen. What do those mean?

     [A] "Preemptive Strike!" basically means you caught an enemy off guard so
         all of your units will have the first strike. "Ambushed!" means that
         your opponents caught you unaware. Therefore, they will gain the
         first strike.

+-----------------------------------------------------------------------------+

     [Q] What does the "Optimal" option mean when equipping my team?

     [A] The game will automatically select the top-stat items from your
         inventory for each character. It makes your job easier, but items
         with special qualities are overlooked.

+-----------------------------------------------------------------------------+

     [Q] How do I get Excalibur weapon?

     [A] First, you need to get the Adamantite from the Flying Fortress. Take
         the Adamantite to the dwarf in the Mount Duergar to get it forged.

+-----------------------------------------------------------------------------+

     [Q] How do I get the Deathbringer weapon?

     [A] The rare Deathbringer can only be obtained by defeating Black
         Knights. If you use the sword as an item, it can cast Death as
         many times as you'd like.

+-----------------------------------------------------------------------------+

     [Q] This weapon says that it casts [Insert Magic Spell Here] whenever
         used. How do I do that?

     [A] If you equip the weapon, it's not going to cast the spell. Instead,
         you have to select the weapon from the Item list by clicking on the
         Item button during battle. A weapon (occasionally armor) can be used
         for a spell an infinite amount of times, but only once per battle.
         Some of these special weapons include Thor's Hammer, Razer, Light
         Axe, Mage's Staff, Healing Staff, etc. These are useful, but don't
         rely on them all the time.

+-----------------------------------------------------------------------------+

     [Q] Where can I find the Tyrannosaur?

     [A] This hard-to-locate monster can be found around the lake north of
         Lufenia. A lot of walking around is required.

+-----------------------------------------------------------------------------+

     [Q] Where can I find the Death Machine?

     [A] This special monster is one of the hardest to locate in Final
         Fantasy I. You can find the Death Machine on the fifth floor of the
         Flying Fortress. Just walk around a lot and you should get it
         eventually. However, the Death Machine itself is very difficult to
         kill so make sure you're ready for it.

+-----------------------------------------------------------------------------+

     [Q] Where would be the best places to train later in the game?

     [A] The Chimeras of the Mirage Tower give a very hefty amount of EXP.
         Likewise, the Ochus and Neochus of the rivers (canoe required) also
         provide a lot of EXP. The best area to train is the Flying Fortress.
         Almost every battle will net you more than 1000 EXP.

+-----------------------------------------------------------------------------+

     [Q] Does Temper and Haste stack on top of each other?

     [A] Temper stacks so you can keep casting it to buff up your fighters.
         Haste, on the other hand, doesn't stack. If you cast it more than
         once on the same character, it won't have any effect.

+-----------------------------------------------------------------------------+

     [Q] Can magical barriers stack?

     [A] The NulBlaze, NulShock, etc. do not stack. Invisira can stack as
         it continually ups your evasion until you reach the max.

+-----------------------------------------------------------------------------+

     [Q] What?! The Duel Rapier is only one sword??

     [A] Duel (n.) A combat between two persons esp. one fought with weapons.

         Dual (adj.) Double

+-----------------------------------------------------------------------------+

     [Q] I finished the game and met nearly every monster I could, but there
         are still a gazillion bestiary entries left!! WHAT'S UP??!

     [A] You're kidding, right? I hope you realize that FF1 has more than
         just the main game monsters. If you want to cap off your bestiary,
         you'll have to go through the Soul Of Chaos dungeons. I'll warn you
         beforehand that some of these monsters are pretty tough.

+-----------------------------------------------------------------------------+

*=============================================================================*
   +---------------------------------------------------------------------+
                                   3. Basics                     [3000]
   +---------------------------------------------------------------------+
*=============================================================================*

Before you begin playing Final Fantasy, I strongly suggest you read the
manual. For those of you emulating or playing a manual-less game, read the
below before you begin.

~-----------------------------------------------------------------------------~
          ~ 3.1. Controls ~                                      [3100]
~-----------------------------------------------------------------------------~

            L Button ---|                         |--- R Button
                     ___|_________________________|___
                   .'______/ _________________ \______`.
                  /    _    |                 |         \
                  |  _| |_  |                 |     _   |
   Directional -----|_ O _| |                 |  _ |_|----- A Button
      Pad         |   |_|   |                 | |_| ----- B Button
                  |         |                 |         |
       Start ------------ o |                 |         |
       Select ---------- o  |________|________|        /
                    `._______________|_______________.'
                                     |
                                     |----Screen

Directional Pad
---------------
~ Move the character.
~ Move the cursor.

A Button
--------
~ Confirm.
~ Talk.
~ Examine.
~ Board and disembark vehicles such as an airship.

B Button
--------
~ Cancel.
~ Return to previous screen.
~ Move faster in towns and dungeons (press and hold).
~ Press B + Select to display the world map.

L Button
--------
~ Change pages (available in menus where [L] or [R] appears at the edge of
 the screen).

R Button
--------
~ Change pages (available in menus where [L] or [R] appears at the edge of
 the screen).

Start
-----
~ Display the main menu.

Select
------
~ Press B + Select to display the world map.


~-----------------------------------------------------------------------------~
        ~ 3.2. Battle System ~                                   [3200]
~-----------------------------------------------------------------------------~

Below is a rather crude ASCII depiction of the battle interface. You will see
one of these pop up whenever your group engages in battle. <3 my l33t ASCII
skills.

              ,----------------------[1]----------------------.
              ||_____________________________________________||
              |                                           ____|
              |,'--------------.           ,-------------'    |
              |             [2] `----------'                  |
              |                                       O       |
              |   O                      R U TUFF    -|-      |
              |  \|/                     ENUFF?!1    / \      |
              |  / \                         `------->O       |
              |      [3]                             -|-  [4] |
              |   O                                  / \      |
              |  \|/                                  O       |
              |  / \                                 -|-      |
              |                                      / \      |
              |   O                                   O       |
              |  \|/                                 -|-      |
              |  / \                                 / \      |
              |           __________                          |
              |,---------|          |------------------------.|
              | Dudes  3 | Attack[6]|   Quan    999/999   999 |
              |    [5]   | Magic [7]|   Rich    666/666   666 |
              |          | Items [8]|   Jacco   001/001   001 |
              |          | Equip [9]|   Steve   069/069   069 |
              |          | Flee [10]|    [11]     [12]    [13]|
              `----------'----------'-------------------------'

              [1] Battle Message Display --- Descriptions of
                  spells or items can be located here. Also,
                  important battle speak will also appear hear.
              [2] Game Field --- All the action and appearance
                  happen on this board. Normally, there will be
                  a background as the battle area.
              [3] Enemy Side --- All of your enemies can be
                  located on the left side.
              [4] Your Side --- All of your available units can
                  be located on the right side.
              [5] Enemies --- All of your enemies are listed
                  here. The amount on the field during the battle
                  is displayed to the right of the name.
              [6] Attack Option --- Attack your enemy with a
                  physical attack.
              [7] Magic Option --- If physical attacks won't
                  work for you, use magic.
              [8] Item Option --- If you need to use an item
                  during any given moment, use this option.
              [9] Equip Option --- Need to change a character's
                  equipped items? Just give this option a fly.
             [10] Flee Option --- When all else fails, you can
                  always just run away. Fleeing a battle isn't
                  always guaranteed.
             [11] Name Column --- All of your characters' names
                  are depicted here.
             [12] HP Column --- The remaining HP for each unit
                  is right here.
             [13] MP Column --- The remaining MP for each unit
                  is right here.

*=============================================================================*
   +---------------------------------------------------------------------+
                               4. Class System                   [4000]
   +---------------------------------------------------------------------+
*=============================================================================*

There are six classes, each with their upgradeable counterparts that can be
found and done sometime in Final Fantasy I. Each of them have their ups and
downs so there really is "definitive" party to have. However, there are a
few no-nos. A party of four Black Mages wouldn't make sense... right? If you
have common sense, you should be able to figure things out for yourself.

[-----------------------------------------------------------------------------]

     --------------
     Warrior/Knight
     --------------

      The main physical class in Final Fantasy. Warriors are capable of
      wielding a variety of battle weapons including Swords, Axes, and a
      bunch of other stuff. Although evade and accuracy usually aren't their
      strong points, Warriors can still become an admirable attacker usually
      leading off attacks. Once you upgrade your Warrior into a Knight, he
      will be capable of using weaker White Magic. Many people choose to have
      two or even three Warriors in their groups at a time. The benefits
      outweigh the flaws so the Warrior is a great choice, if not the best
      possible class choice.

     -----------
     Thief/Ninja
     -----------

      The Thief was a hated character class in the original Final Fantasy.
      With terrible attack and defense stats, the only real benefit Thieves
      provided was their evade and luck statistics. Basically, Thieves are
      just hard to hit and very good at running away. So why do people still
      use this terrible beginning character? Well, once you upgrade a Thief
      to a Ninja, you gain many advantages. First of all, the Ninja is
      capable of casting Black Magic. Second, the Ninja gains the ability to
      hold a wider range of weapons including the exclusive Monk Nunchakus.
      Even so, you still might not want a Thief in your group. I prefer to
      have a Monk in one's place.

     -----------
     Monk/Master
     -----------

      Monks are the TRUE physical units of Final Fantasy. Being martial art
      masters, they can fight without weapons or with Nunchaku. However, the
      general public has found that actually fighting without weaponry can
      be more beneficial to your team as Monks deal more damage. Especially in
      the beginning of the game, Monks are heavy attackers dealing very high
      HP damage at lower levels although Monks are nowhere near well rounded
      in terms of stat growth. Defense growth is usually terrible and Magic
      stats are practically non-existent considering Monks and even the
      upgraded Masters are incapable of dealing magical spells.

     -------------------
     Red Mage/Red Wizard
     -------------------

      Red Mages are no doubt, the most versatile magic casters in Final
      Fantasy. However, their ability to use both Black and White Magic can
      provide some problems too. Because a mage can only learn three spells
      of each level, you will have to choose to learn 3 spells out of 8
      rather than the standard 3 spells out of 4. Choosing can become
      difficult. Nevertheless, Red Mages are still good magic casters and
      at the same time, can be pretty effective even with physical attacks.
      Just make sure that you keep a good balance or teach it certain
      magic only as in only Black or White Magic.

     -----------------------
     White Mage/White Wizard
     -----------------------

      The best and probably the only support unit in the game (apart from the
      Red Mage... optionally) is the White Mage. With spells that can heal,
      protect, and cure, White Mages are generally useful assets. Rather
      than using a Potion or Phoenix Down, you can simply cast Cura or Life
      upon one of your allies. However, White Mages don't have very good
      attack or defense growth. That's irrelevant as you shouldn't be using
      a White Mage as an offensive attacker anyway.

    -----------------------
    Black Mage/Black Wizard
    -----------------------

      The offensive magic caster in Final Fantasy is a Black Mage. Capable of
      casting elemental magic spells along with a number of offensive or
      supporting spells, Black Mages are very powerful in their trade.
      The first few learnable spells are useful, but once you get down to
      castings such as Death which causes an instant KO or Flare which deals
      heavy damage through light and heat, Black Mages suddenly become way
      cooler. A full-powered Black Wizard with Magic stats off the charts
      can terrorize an enemy team.


*=============================================================================*
   +---------------------------------------------------------------------+
                                5. Walkthrough                   [5000]
   +---------------------------------------------------------------------+
*=============================================================================*

Well, the walkthrough is listed below. While reading through it, I strongly
recommend taking all the advice I give you. If you fail to fully follow
every step, your game might be scarred forever. On the same note, don't use
this walkthrough unless you are planning to use it from start to end.
If used at different interims, certain areas of the game or items might be
missed... and that's not cool. Finally, know that you will be using the world
map very often. Just remember that the combination to bring it up is "Select +
B Button."

I will also not mention the Soul Of Chaos dungeons (at least in terms of going
to them). For information on that, check the Soul Of Chaos's respective
section.

Anyhow, enjoy the walkthrough and take any necessary precautions.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.1. The Four Warriors Of Light ------------- [5100]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                       "Taken by the seamless vision..."


Alright, let's start by booting up our GameBoy Advance first. After all, how
can we possibly do anything without it on? Make sure that the batteries are in
the correct location and/or put in correctly. SP users, make sure that the SP
is charged to the slightest extent. A red light is NOT good!

Okay, since this GBA cartridge holds two different games, you have to choose
the one you want to play. Seeing as this is the Final Fantasy walkthrough,
I'd strongly suggest choosing the "Final Fantasy" option unless you like being
confused.

Now that the hard part is over, select "New Game." If you have already saved
a previous game, a "Load Game" option will appear, but that's not what we're
looking for. Anyhow, once you select "New Game," you appear at the character
select screen. Final Fantasy has six different class types, but you may only
use four of them in your party. Switch them around to your liking and name
them if you'd like. For more information on class types, refer to the other
section.

Confirm the party that you created and the game will finally begin. A dark
entrance cutscene will appear. Read through it if you'd like, but it doesn't
really give too much input on the story despite some background information on
the legendary "crystals." Anyhow, once that short intermission ends, you will
find yourself standing outside a town. (Don't ask me how you got so big.)
Walk up a little bit and enter the village by "stepping" into it.

                        __________________________
                   ---=|         Cornelia         |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As you enter, move around a bit and get a feel for the game's controls. There
are a few people to talk to. However, if you'd like to explore the town first,
don't converse with the soldier that appears at the exit. Notice the Inn right
by the entrance. Although your units are maxed in HP and MP, whenever you need
to refresh your party, head to an Inn. The pay to stay in the Cornelia Inn is
30 Gil. That's pretty cheap compared to later towns.

Starting with 500 Gil, you don't have too much to spend. However, you can find
a bit of stuff by locating the Weapon and Armor Shop. Distinguish between
those two as the Weapon Shop has a "sword" insignia while the Armor Shop has a
"shield" logo.

           Cornelia Weapon Shop ~
           ====================
                * Nunchaku -- Wooden Nunchaku.
                     Cost: 8 Gil
                     Class: Monk, Master, Ninja

                * Knife -- A small knife.
                     Cost: 4 Gil
                     Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                            Ninja, Red Wizard, Black Wizard

                * Staff -- A wooden staff.
                     Cost: 4 Gil
                     Class: Warrior, Monk, Red Mage, White Mage, Black Mage,
                            Knight, Master, Red Wizard, White Wizard, Black
                            Wizard

                * Rapier -- A sword with a slender blade.
                     Cost: 8 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard.

                * Hammer -- A hammer made for battle.
                     Cost: 8 Gil
                     Class: Warrior, White Mage, Knight, White Wizard, Ninja

           Cornelia Armor Shop ~
           ===================
                * Clothes -- Ordinary clothing.
                     Cost: 4 Gil
                     Class: [All]

                * Leather Armor -- Armor made of hardened leather.
                     Cost: 40 Gil
                     Class: Warrior, Monk, Thief, Red Mage, Knight, Master,
                            Ninja, Red Wizard

                * Chain Mail -- Mail of interwoven chain links.
                     Cost: 65 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

There are limited choices considering the amount of Gil you have and being
this early into the game. However, try to upgrade some of your characters at
least a little. The Rapier and Hammer are both very effective weapons.
Likewise, some Leather Armor or Chain Mail for those that can wear them will
also be useful. Next, find your way north of the two shops to the two magic
shops. The Black Magic Shop is on the left as it has a black fill in its logo
and the White Magic Shop is on the right with a white fill in its sign.

           Cornelia Black Magic Shop ~
           =========================
                * Fire -- Deals fire damage to one foe.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Sleep -- Puts all foes to sleep.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Focus -- Lowers one foe's evasion.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Thunder -- Deals lightning damage to one foe.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Cornelia White Magic Shop ~
           =========================
                * Cure -- Restores a little HP to one ally.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Dia -- Deals damage to all undead foes.
                     Level: 1
                     Cost: 50 Gil
                     Class: White Mage, White Wizard

                * Protect -- Raises one ally's defense.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Blink -- Raises caster's evasion.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

As you buy spells, keep in mind that a magic caster may only learn a maximum of
three spells per level. Cornelia only holds Level 1 spells so your mages may
only learn three of each spell. As you advance through the game, Level 2 or
3 spells will appear. Even with three Level 1 spells down, you can still learn
three Level 2 spells later on. Don't waste your money if you know that you are
just going to discard a spell later.

Review the spells and fill up your magic units' spell lineup. Exit the shops
and head a bit to the east. Cross over a small bridge while moving east and
you should come to a church-like building. This is a Sanctuary. If your units
ever fall in battle, and you don't have Phoenix Downs or Life spells to use,
bring that unit to the Sanctuary, and the bishop will revive them at the cost
of a usually hefty fee. Guess mad "skillz" don't come cheap.

Since none of your units probably are KOed at this point, I'd suggest
bypassing the Sanctuary at the moment. Leave the building and head south
across another small causeway over a stream. A building with a "teacup" logo
on it should appear to your character's left. This is another form of a shop
that sells Potions and that jazz. Enter the Item Shop and see what's around.

           Cornelia Item Shop ~
           ==================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Antidote -- Cures poison.
                     Cost: 50 Gil

                * Phoenix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

                * Sleeping Bag -- Partially restores party's HP.
                     Cost: 50 Gil

Suggest buying a few Potions and Antidotes. Don't worry as these items will
still be available after the next portion of the game. Now that you finish
browsing Cornelia, consider exiting the town. However, all of them are blocked
by soldiers. Talk to one of them and he'll be awed at the crystals your
characters are holding. (Huh, what crystals?) With that, he ends by exclaiming
that YOU MUST SEE THE KING AT ONCE!! *gasp*

                        __________________________
                   ---=|     Castle Cornelia      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Now with your party led inside the castle, you stand before the King. At
first, he asks to see the crystals. Laying them out, the King notices that
they are indeed genuine. Lukahn's prophecy has certainly come true. While the
King's advisor still doubts your team being the four warriors, you have an
objective to complete. The princess of Cornelia, Sarah, is missing. Being the
four "supposed" warriors of the light, the King orders that you find her.

However, it will be somewhat dangerous. One of the finest swordsman EVAR has
taken her captive. Although your team aren't really that great of warriors,
the King here still believes that you shall save the world. With a quick
warning about the swordsman Garland, the King shuts up and leaves you back at
the controls. Now that your briefing is complete, leave the castle by heading
straight south. Head into Cornelia if the need arises. When ready, leave the
town and venture into the wilderness...

Now back outside and fully equipped, begin heading away from the town
northward. Prepare to meet some of your first fights in this portion of the
game. Even at your 00ber level of 1 however, the Goblins that attack you
should still fall easily. In fact, before walking too northward, engage and
try to gain a few levels. Slowly make your way north and you should notice
the incomplete bridge. Ignore that and head in the northwest direction on a
wide land bridge.

As your party continues, some mountains should appear on your left and right.
Notice a small cave on the left side of the valley. Bypass that at this point
as it holds no relevance to the task at hand. The path will begin to the
lean northwestern-ish so follow closely. Venture through another forest-like
area. At this point, the Chaos Shrine should appear ahead. Note the sudden
change in enemy types around this area. Instead of the standard Goblins we
saw before, some Skeletons will begin popping up here and there.

Garland has taken refuge in this shrine. Before you enter, try to level up
your units a bit. Level 3 or 4 is a good figure. Some of the monsters around
the Chaos Shrine provide a lot of EXP. However, don't let them gang up on
you. Considering your low level, they might cause you a few problems. When you
feel ready to take on Garland, enter the shrine...

                        __________________________
                   ---=|       Chaos Shrine       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Before moving, get a feel for what the Chaos Shrine looks like. It isn't
exactly considered a dungeon seeing as it only is a one floor area. Anyhow,
this shrine is symmetrical both vertically and horizontally. Before fighting
Garland, look around for treasures. Head to the southwestern corner and find
a door. Walk into it and the room the door hid will light up. Inside, you'll
find a treasure chest. Open it for a Leather Cap.

The other two treasures are in the northwestern corner of the shrine. Venture
up there fighting any opposition that appears. Once there, head through
another door and two chests will be revealed in front of you. Open the right
one for a Potion and the left one for a Tent. Now with the treasures of the
Chaos Shrine collected, find your way back to the entrance area. However, don't
exit yet as we still haven't defeated Garland.

Hopefully, the monsters that you fought while collecting the items have given
you some EXP. If you aren't already at Level 4-5, begin to train now or you
will be sorry later. Use the Potions that you bought back at Cornelia as
needed. If you absolutely have to, run out the Chaos Shrine back to Cornelia
and heal at the Inn. Whichever way you choose to level up and stay alive, be
ready for Garland. From Chaos Shrine's entrance, head straight up through a
door. Talk to the ugly dude... oh wait, that's Garland.

    Boss Fight: Garland ~
    =-----------------=
         Well, it looks like the King was right in who had kidnapped his
         daughter. Being the meanie that he is, Garland challenges you and
         your team to a fight. This is the fight against Garland, the first
         boss battle of the game. Obviously, you might have a bit more
         trouble here then with some of the Goblins hanging around. If you
         are at a legitimate level, the battle will flow much quicker.
         Garland himself has pretty high attack stats. For the most part,
         he spends all his turns just hitting your units. Use offensive magic
         and a bunch of physical strikes to take him down. Use Potions and
         White Mage Cures when you need them. As long as you're diligent,
         Garland will fall easily.

Once Garland is taken down, his body disappears. (That means that he's dead.)
Your team moves forward a bit and the Princess will wake up. Noticing what has
just happened, she is instantly grateful for your rescue (Yay). With that, she
introduces herself as Sarah, princess of Cornelia as if you didn't already
know that. Congratulations on your first boss fight of the game!

Once you bring her back to Castle Cornelia, the happy King will give you some
words of appreciation. Without a doubt, your team is definitely the four
warriors of light that Lukahn's prophecy had stated. If you didn't know it
yet, the King will recite some of it for you. Following, he'll tell you of a
crystal on the continent toward the north. As promised, his majesty will have
the bridge built as quickly as possible.

Finally, you have the option to leave the castle. Sarah will stop you for one
last moment and give you the Lute (whatever the heck that is). Once you take
it, leave the castle and a cutscene will ensue shortly afterward. The director
of the bridge operation will order his men to quickly finish up the bridge.
Watch it finish and a single worker will ask what the bridge has to do with
the prophecy. The four warriors of light are here in Cornelia. Now, the
adventure begins.

With the bridge complete, a large portion of the overworld will become
available to us. Before we go, take some time to head into Cornelia one last
time. Heal at the Inn if you'd like and stock up on some Potions and Antidotes
before you go. When you feel ready, leave town and head to the bridge north
of Cornelia. Now finished, cross over it and a scrolling text-type cutscene
will appear.

It really kind of leaves you with a warm, fuzzy feeling inside, doesn't it?
The title screen will pop up afterward. While the previous situations paved
the path, the real adventure starts now after crossing this bridge. Once the
title screen rids itself, step from Cornelia onto the next continent. The
Final Fantasy adventure begins... now.

As you progress along this thin strip of land, some mountains will appear
ahead of you splitting the path ahead in half. The left fork leads you to a
special cave, but we can't really do anything over there. Instead, take the
"right" turn (BAD PUN ALERT!) and continue along. From this point, continue
east through a thick forest. By now, you should begin seeing more dangerous
monsters infesting the area. Ogres and Warg Wolfs infest the area. Although
they provide a lot of EXP, they can easily kill off your weaker team.

So continue trudging east dealing with the enemies you find as best as you
can. Use White Magic Cures or Potions to keep your units in tip-top shape.
If you can survive, take a few moments to level up your characters. Level 7
is a good figure at this point. If you continue advancing east, you should
eventually hit a shoreline. Now begin moving southward and find yourself upon
a small town. Enter.

                        __________________________
                   ---=|          Pravoka         |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As you enter the area, some activity seems to be going on. The civilians are
in a frantic state (even though they aren't acting like it), but for what
reason? Anyhow, Pravoka's Inn is directly due north of the entrance. Just walk
straight up and you should reach it. Heal your units there for a fee of 50
Gil. Also, head to the Sanctuary if any of your units need reviving. Note that
the farther away you get from Cornelia, the more expensive the Inns and
Sanctuaries become.

Exit the Inn or Sanctuary and head to the northwestern area of town. Three
pirates are valiantly standing around as if they own this joint. Talk to the
dude in the center. Bikke is a pirate who apparently likes to terrorize this
town. Talk to him and he'll tell you that you must have "cannon balls of
steel" (NOW THAT IS FUNNY!) to be taking him own. Bikke's illiterate henchmen
now will engage you. "We'll make their bones go crunch!"

Now for the scripted battle against Bikke's nine Pirates. Each Pirate is
physically weak, but they do have numbers on their side. With a full count of
nine, they can easily overwhelm you. Don't let that happen and slice away at
each one. I'd suggest using Sleep to put them out of commission for a little
while. Anyhow, defeat all nine of them. They aren't too hard so you shouldn't
that much trouble.

Now that his Pirates are down and out, Bikke will instantly crack down and
apologetically accepts his defeat. Despite not fighting his own battle, Bikke
swears he won't do anymore pirate stuff. To really show his true nature, he
actually gives you his Ship! Well, we have just turned a mean pirate into an
ethical person. Congratulations... er... on that!

Now that Pravoka is no longer terrorized by those wannabe pirates, you might
want to check out the Ship that you received. Leave the town and get on it.
Ride around a bit if you'd like. Before continuing however, I'd suggest
heading into town and checking the various stores. Hoorah!

           Pravoka Weapon Shop ~
           ===================
                * Hammer -- A hammer made for battle.
                     Cost: 8 Gil
                     Class: Warrior, White Mage, Knight, White Wizard, Ninja

                * Broadsword -- Sword with a wide, double-edged blade.
                     Cost: 450 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Battle Axe -- An axe made for battle.
                     Cost: 450 Gil
                     Class: Warrior, Knight, Ninja

                * Scimitar -- A sword with a curved blade.
                     Cost: 160 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

           Pravoka Armor Shop ~
           ==================
                * Leather Armor -- Armor made of hardened leather.
                     Cost: 40 Gil
                     Class: Warrior, Monk, Thief, Red Mage, Knight, Master,
                            Ninja, Red Wizard

                * Chain Mail -- Mail of interwoven chain links.
                     Cost: 65 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Iron Armor -- Armor made of thinly hammered iron.
                     Cost: 640 Gil
                     Class: Warrior, Knight, Ninja

                * Leather Shield -- A shield made of hardened leather.
                     Cost: 12 Gil
                     Class: Warrior, Knight, Ninja

                * Leather Gloves -- Gloves made of leather.
                     Cost: 50 Gil
                     Class: [All]

           Pravoka Black Magic Shop ~
           ========================
                * Blizzard -- Deals ice damage to one foe.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Dark -- Blinds all foes with darkness.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Temper -- Raises one ally's attack.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Slow -- Reduces all foes' number of attacks.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Pravoka White Magic Shop ~
           ========================
                * Blindna -- Cures darkness.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Silence -- Prevents all foes from casting spells.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * NulShock -- Reduces lightning damage by half.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Invis -- Raises one ally's evasion.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

           Pravoka Item Shop ~
           =================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Antidote -- Cures poison.
                     Cost: 50 Gil

                * Eye Drops -- Cures darkness.
                     Cost: 50 Gil

                * Phoenix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

As you can see, there's a lot of shopping opportunity here in Pravoka. Out of
all of them, I'd strongly suggest picking up a Broadsword, Scimitar, and
Battle Axe (depending on what your group is made up of) along with some Chain
Mail, Iron Armor, Leather Shields, and some Leather Gloves. A bunch of new
Level 2 Black Magic and White Magic spells are also available for sale at a
hefty price of 250 Gil.

There's a lot to buy, and you probably don't have too much Gil. That's easily
fixed by just heading back into the overworld and training with various
monsters. Build up your Gil stockpile and refit your team as needed. When you
finish shopping and upgrading, head out of Pravoka and take your Ship out to
sea.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.2. An Elven Prince ------------------------ [5200]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


            "Disconnect and self-destruct one bullet at a time."


Surprisingly, monsters can still attack you while on the Ship. Obviously, they
can swim so expect water-based enemies here. Wait a second, what did we learn
in grade school science? Doesn't water conduct electricity? Use your Thunder
spells to mess with their weakness and they will fall quickly. Anyhow, when
you finish messing around, begin sailing westward. When you reach the fork in
the water, take the one leading east. The river will begin to widen up. You
should still head west rather than south. You should hit land as well as the
edge of Cornelia. Head to the south end of the town and get off at the dock.

Well, if you need refreshing, the Inn is always there. Also, buy a few more
Potions in case your weakling team breaks down. When you are ready, head back
onto the Ship and begin sailing south. If you care to know where you're going
exactly, bring up the world map with B Button + Select. There's a continent
just below Cornelia. The red dots indicate towns or villages. Judging by the
name of this section, we are heading to an elf-infested town, Elfheim.

Anyhow, you should eventually hit land. From there, locate the dock to your
west and have your team get off. Trudge south through a thick forest and
Elfheim should appear in the clear. It's a rather small, yet cozy village
inhabiting a number of elves. Loom at the north end is a large castle. Instead
of heading inside the castle however, let's head into the village instead.
Ladies and Gentlemen, welcome to Elfheim.

                        __________________________
                   ---=|          Elfheim         |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Elfheim has all the ingredients for a great rest area. Just as you enter, an
Inn should appear a bit forward to your north. Rest up there (live with the
"higher" fee) and when your team is refreshed, walk around a bit. The citizens
of Elfheim are frantic just like those citizens of Pravoka. However, it isn't
pirate problems. Rather, it seems that their Prince is in a terrible trouble!
Geez, is every single town in a state of disarray? Guess we need to save the
day once more. But hey, this is an RPG after.

Before we take any action, let's walk around and browse the stores. From the
Inn, head due south and the Weapon Shop will be in sight.

           Elfheim Weapon Shop ~
           ===================
                * Iron Nunchaku -- Nunchaku made of iron.
                     Cost: 160 Gil
                     Class: Monk, Master

                * Dagger -- A large knife.
                     Cost: 140 Gil
                     Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                            Ninja, Red Wizard, Black Wizard

                * Crosier -- A staff topped with an iron ring.
                     Cost: 160 Gil
                     Class: Warrior, Monk, Knight, Master, Ninja

                * Saber -- A long sword made for piercing.
                     Cost: 360 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

If you have a Monk at this point, I strongly suggest keeping him weapon-free.
Take my word for it; Monks are much more useful without a weapon at this
point. Other than that, the Dagger is good for any weaker Black Mages and
the Saber can be useful for your Thief/Red Mage. Your Warrior shouldn't be
upgraded at this point. Anyhow, when you are done browsing the shop, exit and
head north and west. Pass the Sanctuary as you move on and enter the Armor
Shop.

           Elfheim Armor Shop ~
           ==================
                * Iron Armor -- Armor made of thinly hammered iron.
                     Cost: 640 Gil
                     Class: Warrior, Knight, Ninja

                * Copper Armlet -- An armlet crafted from copper.
                     Cost: 800 Gil
                     Class: [All]

                * Iron Shield -- A shield wrought from iron.
                     Cost: 80 Gil
                     Class: Warrior, Knight, Ninja

                * Leather Cap -- A cap made of leather.
                     Cost: 65 Gil
                     Class: [All]

                * Helm -- A small helm.
                     Cost: 80 Gil
                     Class: Warrior, Knight, Ninja

A lot of upgrading opportunities here. One thing I would greatly discourage
would be the Copper Armlet. Even though it's only an Armlet, it's the most
expensive item in the shop. You are much better off buying it later when your
Gil stockpile grows a bit larger. Your Warrior can be upgraded here with an
Iron Shield and Helm. North of the Armor Shop is the Item Shop that you
might want to check out.

           Elfheim Item Shop ~
           =================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Antidote -- Cures poison.
                     Cost: 50 Gil

                * Gold Needle -- Cures stone.
                     Cost: 500 Gil

                * Echo Grass -- Cures silence.
                     Cost: 50 Gil

                * Tent -- Partially restores party's HP and MP.
                     Cost: 160 Gil

Again and furthermore, buy whatever you want. I'd suggest against the Gold
Needle considering its price. Having a few Tents would be a good idea in
dungeons and such. Anyway, when you are ready, exit the Item Shop. But wait,
haven't I forgotten to mention something? Ah yes, the White and Black Magic
Shops. However, there was a reason I left them for last.

Elfheim has something that Pravoka and Cornelia didn't have. That would be two
different Black Magic Shops and two different White Magic Shops. In Elfheim,
you can actually buy both Level 3 and Level 4 spells! The Level 3 shops are
located more toward the middle of the area. The higher end spells (Level 4)
can be found more north. Browse each and every shop if you choose.

           Elfheim Black Magic Shop (Level 3) ~
           ==================================
                * Fira -- Deals fire damage to all foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Hold -- Paralyzes one foe.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Thundara -- Deals lightning damage to all foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Focara -- Lowers evasion of all foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Elfheim White Magic Shop (Level 3) ~
           ==================================
                * Cura -- Restores HP to one ally.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Diara -- Deals damage to all undead foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: White Mage, White Wizard

                * Nulblaze -- Reduces fire damage by half.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Heal -- Restores a little HP to entire party.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

           Elfheim Black Magic Shop (Level 4) ~
           ==================================
                * Sleepra -- Puts one foe to sleep.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Haste -- Doubles one ally's number of attacks.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Confuse -- Causes foes to turn on each other.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Blizzara -- Deals ice damage to all foes.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Elfheim White Magic Shop (Level 4) ~
           ==================================
                * Poisona -- Cures poison.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard

                * Fear -- Drives all foes away in terror.
                     Level: 4
                     Cost: 2500 Gil
                     Class: White Mage, White Wizard

                * NulFrost -- Reduces ice damage by half.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard

                * Vox -- Cures silence.
                     Level: 4
                     Cost: 2500 Gil
                     Class: White Mage, Red Wizard, White Wizard

As you can see, these magic spells can easily empty your wallet. Therefore,
I'd only suggest buying the spells that you REALLY need. Some of the Level 4
spells are very useful, but considering the amount of Gil you probably have
right now, I can advise you buy the Black Mage techniques, Haste (Level 4) and
Fira (Level 3) only at this point. For White Mages, I'd strongly suggest
Poisona (Level 4) as some of the enemies in the near future will terrorize you
with poison. Heal and Cura (both Level 3) are also very useful.

If you need more funds, there's nothing more you can do but to battle, battle,
and battle some more. The Ogre and Ogre Chiefs hanging around can give you a
lot of money really fast. Likewise, if you battle some Buccaneers or Sahagins
while on the seven seas, you can also get a lot of Gil. If you can't buy
everything yet, don't fret. There's always later to come back here once you
get rich. When you are ready (or you get sick of working for your money), head
into the castle and figure out what's going in Elfheim.

                        __________________________
                   ---=|        Elven Castle      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Once you are in the area, talk to a few of the guards hanging around. They all
say basically the same thing. Some dude named Astos had poisoned the Prince
into some deep sleep as well as running away with Elfheim's treasures. How
original. Anyway, you can find the Prince's chamber by going straight up from
the entrance and then taking a left and then going through the door to the
north.

The Healer is standing beside the Prince who is now in a dazed state of
slumber. He tells you of a possible medicine that might exist... somewhere.
Well, we are probably expected to find this cure. Seeing as the people here
are not really too much of a help, we might as well leave. Enter Elfheim for
the last time before we venture off and buy a few Antidotes and Potions.
You will see why later. Expect the Marsh Cave to be quite a tough situation.

Anyway, from Elfheim, begin moving due west. Some mountains will be there to
block most of your path, but there is a small passage that can be found
somewhere along that range. Make your way through and follow the mountain to
the west's wall. Stick along it while beating up random enemies. Now would be
a great time to level up as Marsh Cave is up ahead. The monsters there are
very problematic for a dungeon so try to get your levels to at least 13-14.

You are currently located inside a rounded area. The mountains surround
you in a circle. The only two openings back to the outside world are through
the small valley you entered from, and wider exit toward the northwest.
A lake borders the northern edge, but we can't cross that from this point. If
you are confused about your position, look at your world map and enlarge the
picture to get better detail. Find your way to the northwest corner and exit
through the small valley opening at that corner. It's not really that hard to
find, just hard to describe. Head north, walk a little, and enter the
Western Keep.

                        __________________________
                   ---=|       Western Keep       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The Keep is deserted... or so it seems. Anyhow, begin moving forward and then
to your left. There's a door just north of that corridor. Walk inside and
you will find a King sitting on his throne. Apparently, his castle really
failed to make any form of improvement in this wretched state. The King inside
asks of you to find a Crown for him from the Marsh Cave. There's nothing else
to do here so just leave.

Now that that is over with, begin making your way south. Some mountains will
crowd the way a bit, but it is completely possible to get through. Head all
the way to the southernmost point. In the ground, you should see a hole.
Welcome to the Marsh Cave. Now let's get to retrieving that Crown.

                        __________________________
                   ---=|        Marsh Cave        |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Okay, welcome to the Marsh Cave, one of the most annoying dungeons. I hope you
taught your White Mage Poisona as you will probably need it down here. Anyhow,
from the start, you have two ways to go. The top path leads to the B2 which
in turn, leads to nothing. However, there are a few items that you might want
to collect. The path leading south is the "real" way to go as you will need it
to progress. If you want to bypass the various treasures hanging around, skip
the next two paragraphs.

Anyway, if you do want to pick up some items, take the path leading north.
Walk yourself through the twisting path until you reach a staircase at the
end. Descend and you should find yourself one floor below. The enemies here
can be pretty nasty. From the stairs, go up and around the pillar wall and
then head due west. There will be a doorway to your north. Go through and
pick up the 680 Gil in that chest.

Exit that room and continue west. When there is a path leading north, take it
and have your party walk around the room containing the 680 Gil. Walk all the
way to the end and turn south once the wall hits you. Then walk around this
next room and enter it once you reach the door. The chest will contain a
Dagger. Snatch that and then make your way to the very bottom of this area.
Another door will lead into a room containing two chests. One of them has a
Broadsword and the other holds 620 Gil. Take your prize. With that, find the
staircase leading back to B1. Then make your way back to the Marsh Cave
entrance stairs.

Now, from the Marsh Cave entrance stairs, begin making your way southbound.
Beware of the Ghouls and Crawlers hanging around as they can paralyze you.
Another monster that should be noted, the Green Slimes, are only affected by
magic. Using physical attacks against them would be a waste of turns. Also,
the Green Slimes are capable of poisoning. Poisona, as recommended before,
would really help you out with that. Anyhow, continue south until you reach a
fork in the path. The east path leads to nothing and basically sends you into
a dead end so take the south path.

At the very southeastern corner is a room. The door is on the south wall so
enter and you will find a ladder leading below. Take it down and you should
be in B2 again but in a different location. From this room are three doors
leading out. It doesn't matter which one you exit from as they all lead you
to the same room. From here, begin heading south against the pillars (they
block your path east) until you reach the very bottom point. From there, head
east and then go around. Keep moving east and walk through the door at the
end. In this room, there's another door even more to the east. Exit through
there and you should finally reach a set of stairs to Marsh Cave B3.

Unlike the other two floors, Marsh Cave B3 is actually well organized. You
might not be able to see it from the start, but this floor is made up of a
4x4 collection of rooms. The room closest to your position in the northwestern
corner contains a chest holding a Phoenix Down. Pick that up. From there,
venture all the way to the other end in the northeastern corner. In that
room, you will find 295 Gil. Walk down to the second row and move to the two
western-most rooms. The room second to the wall has a Cottage and an empty
chest (if you picked up the Phoenix Down previously). The western-most one in
the second row has a Copper Armlet.

The third row has the Crown in it. However, before engaging, you might want to
pick up the final prize, which is 385 Gil in the room second to the east wall.
The fourth row has doors all bound by the Mystic Key. We'll get that little
item eventually, but for now, let's find that Crown here. Walk yourself into
the room on the third row that is second to the west wall. When you enter,
there is a chest on the ground. Run up to it, and the Piscodemons will engage
you!

I wouldn't know if this really qualifies as a boss fight (I've seen it listed
as one in other places), but it is scripted and it is actually pretty
tough if you aren't careful. These Piscodemons come in numbers and will jump
at you as soon as you step in front of the chest containing the Crown. Anyhow,
note that these Piscodemons actually hit you pretty hard. Focus your attacks
and use a good balance of offensive magic and physical strikes to take down
all of them. Having a White Mage that uses Cura wouldn't be a bad idea.

Once those Piscodemons are out of the way, you can open the chest and find
the Crown! Some music will play to notify you of your success. Okay, now what
was the whole point of coming to the Marsh Cave again? To find the Crown for
that Western Keep dude. You might as well just get out of here. Well, you can
get out of here, but don't forget about this dungeon completely. Coming back
here will be optional later on to pick up the hidden items once you get the
Mystic Key. So if you plan to, remember how to get down here later. Backtrack
all the way to the entrance, and find yourself in the overworld once more.

Before we go and find that super-duper Astos dude, let's head back to Elfheim
and heal up a bit. If you didn't buy anything before because of funds, now
would be a great time to purchase some spells that you missed before. Astos
is a bad man, so you better get on the training ball and level up your units.
The higher the level, the easier defeating him will be. I stopped once I
reached level 17 but you can go as far as you wish.

Now we better head to the Western Keep and return the Crown to that benevolent
King. Walk up to him and give him the Crown once you reach the Western Keep.
He will give a hearty laugh and state that he is really Astos in disguise! Had
you come to the Western Keep before, this King (in disguise) would have asked
you find his Crown. Now that we hand this Crown upon him, Astos will make his
appearance. Oh noes!

    Boss Fight: Astos ~
    =---------------=
         What a clever trick! The freaky-looking guy standing right in front
         of you is actually Astos. The real King of the Dark Elves has his
         evil intentions of taking over the world. While engaging, take
         necessary precautions as Astos really is no pushover. The King of
         the Dark Elves has a lot of abilities up his sleeves. First off, his
         physical attack can deal heavy damage with each strike. Keep your
         vulnerable units protected using a White Mage's Protect. Your White
         Mage should spend the entire battle keeping your units in tip-top
         shape. Astos, unlike Garland, is capable of sending magic spells at
         you as well. His most dangerous, Death, is basically the Level 6
         Black Mage spell. With one casting, Death can automatically kill one
         of your units. However, it is easily evaded. You can prevent it
         from hitting by raising your unit's evade stats through using Invis.
         (If you know it.) Astos might be tough for a fat Dark Elf King, but
         with effort, he is easily overwhelmed and defeated.

Once Astos is defeated, you will find the Crystal Eye that he dropped.
Although it is a very important item, a Crystal Eye won't revive the fallen
Elven Prince. Don't fret however, as we still have another step to complete
before finding his cure. For now, head back to Elfheim and heal your team
that should be pretty tired from the Astos battle. There's not much else to
do here, so get back onto your Ship.

Now just so you don't get confused, bring up the world map once more so we
can plot our next objective. First off, you should now be Elfheim obviously.
Locate Cornelia on the map. North of Cornelia, you should notice a lake.
The map really doesn't show an opening, but you are allowed to sail under the
bridge that the nice ol' Cornelia King built for you. So sail over to that
bridge and then continue west under it. You are now in that lake I pointed
out before.

Okay, why did I bring you here? Well, it's a pretty small lake (in comparison
to the sea in between Cornelia and Elfheim). Sail to the north end of the lake
where a dock presents itself. Get off here and walk a little bit north. Once
you pass the mountain on your left, head west in that direction. You should
now notice a peninsula leading northeast just ahead. A quick check with your
map will tell you that there's something on the tip. Begin making your way
along this monster-infested area until you reach a cave...

                        __________________________
                   ---=|       Matoya's Cave      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Some weird music will begin to play here. There's nothing out of the ordinary
until you walk a few steps. WHOA!! A broom sweeping without a dude sweeping
it! That is pure hotness right there.

If you talk to the "self-operating" broom, it will speak nonsense. "Front-
wards, back-wards, any way you see! Such a strange spell to swish-swish-aree!
Tceles Nottub B. Swish-swish-aroo!" Well, there interesting in that sentence.
"Tceles Nottub B" is actually "B buttoN selecT" backwards. That button
combination brings up the world map for you. That really isn't anything new to
us although that is pretty clever.

There is only one door in this tiny hallway. Go through and some more of those
brooms will be sweeping around. A woman by the name of Matoya will hit
something and scream out in pain. You automatically walk forward where a witch
is stupidly moving around. She'll continually scream about her eye and get
hurt again and again. The last thing she says is something about her Crystal
Eye.

That rings a bell doesn't it? Didn't that Astos dude drop a Crystal Eye? Talk
to her and she'll notice that you have her Crystal Eye. Hand it over and
she'll be ecstatic with joy (well, not really). Completing ignoring the fact
that you might have stolen it, she instantly gives you a reward in return.
Matoya offers to you a special potion... or so she calls it. Take the Jolt
Tonic from her and leave her cave. Phew...

With the Jolt Tonic picked up and in our list, we can hopefully revive the
Prince. Make your way all the way south again and find your way to your
Ship. Let's head back over to Elfheim. Once there, enter the castle and run
up to the Prince's chambers and hand the Jolt Tonic to the Prince's Healer
(of whom isn't doing a very good job by just standing there all day). Slowly
but surely, the Elven Prince will wake up. Instantly grateful for your
appearance, the Prince hands to you a Mystic Key.

Yay! We have just saved three civilizations from kidnapped daughters, pirate
problems, and a sleeping Prince. That's quite an achievement if you ask me.
Anyway, with the Mystic Key in our hands, a lot of treasures are now available
to us. For starters, make your way to the rear end of the castle by traveling
outside the eastern wall. Don't miss a step or your character will leave Elven
Castle "unintentionally." At the far end is a small room that was previously
locked. With the Mystic Key, you can open it. Inside are four treasure chests.
From left to right, you will find a Mythril Hammer, 800 Gil, 700 Gil, and
Bronze Gloves.

There are a few other locations where you can use the Mystic Key and find some
nice items. In the Marsh Cave, if you head all the way to Marsh Cave B3 and
the very bottom row, you will locate four room. You can find an Antidote,
1020 Gil, and a Silver Armlet. However, you will have to fight a few
Piscodemons as well, and we all know how much trouble they can provide. In
the Western Keep, you will also find some stuff laying around. In the Western
Keep, walk all the way to the back and then turn left. Make your way around
the room where you fought Astos. The treasures here are in that room within
three chests. You will need to fight some Mummies and Wraiths first however.
Defeat them and pick up the Falchion, Power Staff, and Steel Gloves.

With two dungeons covered, haul yourself over to the Chaos Shrine. You can
find them in the corners as the dungeon was basically a rectangle if you
remember. You will find a Rune Blade in the southeast corner but you will
have to fight Gargoyles. In the northeast, you can find a Werebuster and a
Gold Needle. The last area we can find some stuff in is Castle Cornelia. Make
your way back south and enter the castle. Instead of actually going in, turn
right and walk along the castle's walls until you reach the rear. There, a
pathway will lead toward the center. Walk in and head east. A man will tell
you that the equipment you find in the doors will help you a lot. Head south
and enter the two rooms. Open the chests for a Cottage, a Saber, a Mythril
Knife, Iron Armor, a Tent, and some very special Nitro Powder. (It's special
enough to make that cool music.)

Considering the usefulness of some of the items you collected, that trip
back through past dungeons was pretty worthwhile. With the Nitro Powder
collected, leave the castle.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.3. Earth Shattering! ---------------------- [5300]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


           "No conscience. One motive: To cater to the hollow."


Your boat should be parked and bobbling along the Cornelia docks. Take your
Ship and use it to sail around the west end of the Cornelia continent as if
you were heading over to the Chaos Shrine on boat. Eventually, you will reach
a dock. Get off and begin heading southwest as the path east is blocked by a
mountain. Walk through a thick forest heading south until you notice a cave
in a rock wall. Enter Mt. Duergar.

                        __________________________
                   ---=|        Mt. Duergar       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As you enter the cave with the name I can't spell, you should notice quite a
bit of activity going on. Talk to a few of the men standing around and they
will tell you a little bit about what's going on. Ignore their funny accents
(Oh hey lookie at meh, I cairn tairk in funnair accents LOL!) One of them
tells you that they are looking for the Levistone, a stone that actually
floats! Interesting. Anyway, from the entrance, head all the way west and then
south once you can't go any further that way.

Now begin heading south as the path narrows. At the very bottom, walk around
the wall and enter the room for a lot of useful treasure! You will find a
Tent, a Great Helm, a Wyrmkiller, Ether, a Potion, some Mythril Mail, 575 Gil,
and a Cottage. Now those are some nice items. Equip them as you need to, and
exit the room. Walk to the southeast corner of the treasure room and talk to
the man in the green turban. A "!" will appear above his head to signal his
surprise! He notices your Nitro Powder (or Nitro Pouder as he calls it) and
asks to use it in his blowing up of the canal. Since we need to break through
anyway, give it to him.

Once he places it, we can now "bluiter this rock tae smithereens!" Geez, why
does everyone around here have such a terrible accent? Anyhow, the guy tells
you to run off before it blows and your dude runs a good 10 feet back (yeah,
that'll really help). A cool-looking cutscene will show the canal breaking
off making the pass open for you. Now you have the access to the next area of
this world.

Find your Ship again and sail over to the canal that you just blew the crap
out of. Head through that narrow area and you should notice a whirlpool a bit
ahead. Do not sail into this whirlpool just yet. Instead, head west past a
small island. You should notice a tiny town on the edge of a continent. Get
off your boat at the nearby dock and head into Melmond.

                        __________________________
                   ---=|          Melmond         |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Upon first entering the area, Melmond looks pretty dirty. (As in grimy. Not
the other way you perverts!) There are a few solemn-looking citizens walking
around. Talk to them and hear about their sad story. Some Vampires attacked
this small town and left their city in shambles. Take note of the amount of
gravestones around. Is there no town we enter that doesn't need some form of
saving or helping?

Anyway, north of the entrance is the Inn (which is in pretty terrible shape).
You can stop there for 100 Gil to heal up your party. The Weapon Shop east of
the Inn has a few items that you might want to pick up. Also, head up to
the Armor Shop just north afterwards.

           Melmond Weapon Shop ~
           ===================
                * Crosier -- A staff topped with an iron ring.
                     Cost: 160 Gil
                     Class: Warrior, Monk, Knight, Master, Ninja

                * Saber -- A long sword made for piercing.
                     Cost: 360 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

                * Longsword -- A large, double-edged sword.
                     Cost: 1200 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Falchion -- A sword that widens toward its tip.
                     Cost: 360 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

           Melmond Armor Shop ~
           ==================
                * Knight's Armor -- Armor crafted from steel plate.
                     Cost: 36000 Gil
                     Class: Warrior, Knight

                * Silver Armlet -- An armlet of worked silver.
                     Cost: 4000 Gil
                     Class: [All]

                * Great Helm -- A helm that covers the entire head.
                     Cost: 360 Gil
                     Class: Warrior, Knight, Ninja

                * Bronze Gloves -- Gloves made of bronze.
                     Cost: 160 Gil
                     Class: Warrior, Knight, Ninja

                * Steel Gloves -- Gloves made of steel.
                     Cost: 600 Gil
                     Class: Warrior, Knight, Ninja

There is quite a lot to buy considering the terrible state that Melmond is
in. At the Armor shop, you probably should reconsider buying the Knight's
Armor. The price is absolutely horrendous, but if you must, purchase it.
The Silver Armlet should be equipped by all of your other units. At the
Weapon Shop, there really isn't anything to pick up apart from the Longsword
which you might want to equip on your Warrior.

More south are the two Magic Shops. However, note that there's no Sanctuary
here (the Vampires destroyed that) and there's no Item Shop either (they
probably destroyed that too).

           Melmond Black Magic Shop ~
           ========================
                * Firaga -- Deals fire damage to all foes.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard

                * Scourge -- Instantly kills all foes.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Black Mage, Black Wizard, Red Wizard

                * Teleport -- Transports party to previous floor.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Wizard, Black Wizard

                * Slowra -- Reduces one foe's number of attacks.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard

           Melmond White Magic Shop ~
           ========================
                * Curaga -- Restores a lot of HP to one ally.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard

                * Life -- Revives one KO'd ally.
                     Level: 5
                     Cost: 4000 Gil
                     Class: White Mage, White Wizard, Red Wizard

                * Diaga -- Deals damage to all undead foes.
                     Level: 5
                     Cost: 4000 Gil
                     Class: White Mage, White Wizard

                * Healara -- Restores HP to entire party.
                     Level: 5
                     Cost: 4000 Gil
                     Class: White Mage, White Wizard

It doesn't seem like anything comes cheap anymore... Anyway, you probably
won't be able to afford _everything_ but you can try to pick up Firaga and
Scourge. Teleport is very convenient, but it needs a Black Wizard. For your
White Mage, consider getting Curaga, Life, and Diaga (which will be very
useful against the undead Vampires we'll be fighting in the future). Once you
pick everything you need up, leave Melmond.

Let's move. Start heading southwest along the coastline. Do your best
defeating the various monsters around. Keep going until you reach a fork
separated by a mountain. The west path leads to a cave (Giant's Cave).
However, you cannot pass because an ugly-looking, rock dude blocks your path.
Instead, take the south path and cross the narrow landbridge. As you get to
the other side, you should see a cave on the opposite end of the mountain.
Move around the mountain and enter it.

                        __________________________
                   ---=|     Cavern of Earth      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The first step in activating the Earth Crystal is through here, the Cavern of
Earth. Be forewarned however, the enemy's here are quite a step up from the
previous dungeon. Rather than scripted Piscodemon fights, you actually have to
fight them in random battles here. Along with that, Ogre Chiefs are numerous
and the Cockatrice is a monster that has the capability of turning your units
into stone.

You should be able to judge for yourself. If you feel that survival here
would be a difficulty, head out and train. I just stuck around Level 20 and
continued onward. Anyhow, once you enter the Cavern of Earth, you should
notice a bunch of paths leading in different directions. Normally, it would be
quite a doozy to find your way through (aren't you glad you are using a
walkthrough?). Besides, a lot of encounters here means a lot of EXP and that's
always a good thing.

As a guide, I should notify you of an optional, yet incredibly useful path.
From the entrance, you can choose to head straight to your west. This path
will lead you to the "Hall Of Giants/Gigas." Once you reach the corner, for
every step you take, you will fight a battle with at least one Hill Giga
included. While Hill Gigas are dangerous, they are also provide great EXP.
If your units need leveling up, take this challenge and walk through it.
However, remember to bring lots of healing items beforehand. Don't venture
too far as even on the way back, you will be fighting Hill Gigas.

Anyway, once you are done, head back to the entrance stairs. Go directly
north and follow the path until you reach a split. Enter the room at the very
bottom to find a chest containing 1975 Gil. With the treasure collected here,
head all the way back to the entrance. Back there, find the southeast path
and begin following it. The path leads you to a maze-like area, but it's
fairly linear. From the entrance of this maze-like area, just head east and
then south. The way will eventually lead you to another door. The two chests
in this room contain 795 Gil and an Antidote.

Begin making your way back to the "maze-like" area entrance. However, instead
of leaving, move all the way west and then south again. You will find yet
another room of two treasure chests. One of them contains a Potion and the
other has 880 Gil. Beware, stepping in front of the right treasure chest will
trigger a fight with an Earth Elemental -- a very powerful monster. Even so,
you can try to beat it for a lot of EXP! With that done, make your way all the
way back to the entrance stairs.

From there, head eastward. The twisting path will lead you to staircase
leading down. Step into it and head below to Cavern of Earth B2. At the
entrance, head all the way south until you can't go any further. Then venture
east and then north. Follow the path until you reach a fork. Take the one
leading east and advance in this direction. A fork will lead south, but ignore
that for now. Instead, enter the door up ahead and open the three chests for
330 Gil, a Tent, and a Coral Sword.

Exit the room and head back west. Take the path south and ignore any paths
leading west. Once you reach the bottom, turn east and then back up again.
Finally, you will find the stairs leading even further down to the B3. Getting
tired yet? Well, we still haven't found the boss yet. Now at the lower floor,
begin heading due east along this narrow passage. When you reach a split, head
east to a small room containing one chest. Pick up the Sleeping Bag and head
back to the split. Now head north.

Walk through this twisted path while fighting off hordes of monsters. At the
north end, enter the door to your west and fight off an Earth Elemental before
picking up the 3400 Gil inside the chest. Leave the room and begin moving east
double time. The forward path is a twisted labyrinth. Take the south path
and head all the way to the bottom. The door there will lead you to a chest
containing a Gold Needle... after fighting an Earth Elemental (geez those
things are annoying).

Head out of the room and then back north again until you reach the area where
you entered this portion of the level. Once there, back out of that area and
head straight west past the door we collected that 3400 Gil in. Head westward
along another twisting path. At the endpoint, you should find yet another
door. There's no treasure in there, but if you walk around a bit, you will
engage some Earth Elementals. Although tough, they are very prominent EXP
providers. You can choose to train here if you'd like before the boss fight
here. Otherwise, just head south.

Continue along this way until the path begins to widen up. Turn east and
enter another room. The chest there contains 1020 Gil (after fighting an
Earth Elemental of course). From that door, head directly south and then
begin moving straight east. After entering the door, talk to the bat (!!!)
and he'll talk to you. After a few intimidating words, he'll move back and
transform into a Vampire!

    Boss Fight: Vampire ~
    =-----------------=
         Intimidating as he is, this Vampire is not the real boss that we're
         looking for. If you taught your White Mage Diaga, now would be a
         great time to use it! For your magic casters, send your most
         powerful elemental strike against this nameless vampire. With your
         physical attackers, just go all-out on him. Hopefully, this Vampire
         will be overwhelmed. It is easy to defeat him within the first turn
         before he even gets a chance to fight back!

Defeat him and the chest that he was protecting will be accessible. Some cool
music will play meaning that the item you have just found is a major key item.
Pick up the Star Ruby. With the Cavern of Earth's treasure collected and the
boss defeated, slowly make your way back to the surface. I know, it will be
tedious indeed. Once back in the overworld, head back to Melmond and stop at
an Inn for a needed rest. However, our mission with the Earth Crystal is not
over yet.

With the Ruby Star collected, another portion of this continent becomes open
to us. Remember the Giant's Cave I told you about. If you went in there
before, the rock guy wouldn't have let you in. However, one of the people in
Melmond had notified us that the rock dude really LIKES gems. To get there,
head in the direction of the Cavern of Earth. However, instead of continuing
south on the Devil's Tail peninsula, head southwest. The cave is in plain
sight.

                        __________________________
                   ---=|       Giant's Cave       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Move upwards a little bit where a big, gray rock dude is standing around
stupidly. Talk to him and he'll make a funny noise. "You have Star Ruby!?"
Give him the Star Ruby before he has a hissy fit and he'll let you pass. The
rock guy will turn his back on you showing his enormous rear (Hey look, he's
mooning you.) while eating the Star Ruby. I wonder how that tastes. With that,
he slowly walks away into the opposite wall. (!!!)

With him out of the way, you have two ways to go. First off, begin heading
south for some cool treasures. Enter the room and pick up the Great Axe, 620
Gil, 450 Gil, and Mythril Helm. Re-equip if you want to and exit the room.
Begin heading north all the way up. At the end, you will find a set of stairs.
Ascend them.

Once you exit, you will be out of the cave and back in the overworld. However,
note that you're in a whole new area. Whoa! There aren't any immediate areas
of interest. Begin navigating through the area all the way to the southern
tip of the area. At the very south, you should notice a cave right before the
waterline.

                        __________________________
                   ---=|        Sage's Cave       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

For once, a cave that actually doesn't have monsters scuttling through it!
Anyway, begin heading north. The door there will lead you to a group of pots.
That doesn't help us too much. Instead, continue westward and then go through
the next door. Talk to the old man you find in the second room and he'll
introduce himself as Sadda. The Vampire you defeated previously was not the
mastermind behind it all. The real job can be found deeper in the Cavern of
Earth.

Sadda will hand to you the Earth Rod and tells you to use it behind the
Vampire's area. If you explored that area a bit previously after opening
another door, you might have found a rock that was otherwise impenetrable.
With the Earth Rod, we can get that rock out of the way. Exit the Sage's Cave
and begin the tedious journey back up to the Giant's Cave and then back
through the Giant's Cave. Heal up at the Melmond Inn if you absolutely need
to. Head down the Cavern of Earth and take ANOTHER tedious trek all the way
to the Vampire area.

Now that you're here, there really isn't anything around. However, to your
right is another door. Go through that all the way to the upper end where a
stone slab welcomes you on a wall. It appears to be a dead end, but with the
Earth Rod that Sadda gave you, the slab will magically disappear revealing
another staircase. Go down into B4.

The enemies here are a bit tougher than the previous floors. Take some time
to level up among them. From the stairs, head north and some paths will be
open to you toward your left. First, take the path leading north all the
way to a door containing a bunch of chests. Beware, as in front of most of
the chests, you will have to fight either an Ogre Mage or a Sphinx along with
some other enemies. Pick up a Staff, 3400 Gil, 1520 Gil, 5450 Gil, and 1455
Gil.

Leave this treasure room and head back to the entrance area, but instead of
taking the path back to the stairs however, go west through the small doorway.
Head south and then west. When you reach the wall, begin moving due south all
the way to another treasure room in the southwestern corner. You will find a
Tent, a Mythril Shield, and 1250 Gil... after fighting a few Ogre Mages of
course! Anyway, with the treasures of B4 collected, exit the room and head
straight north. Go all the way to the northwestern corner to find a staircase.
Descend.

Now in Cavern of Earth B5, I hope you are ready for the boss fight. Make sure
your team is fully healed with as much MP as you can spare. The boss fight
here will need a lot of fire spells and a lot of Diagas. From the stairs, go
south and around the wall to head north. Keep going to the end and then turn
west. Follow the path as it twists south and you should reach a door in the
wall. This is it folks, the Earth Crystal's answer is right here. As you
enter, a glowing ball will appear ahead of you. Examine it and a voice will
boom through the air. Suddenly, a totally ugly vampire will appear. Meet
Lich. Although he looked smaller from above, Lich is one of the fattest
heathens I have ever seen.

    Boss Fight: Lich ~
    =--------------=
         Fat as he is, Lich is a vampire. Plain and simple, that means that
         he's an undead creature. Undead monsters have two main weaknesses.
         Dia and fire spells. Your Black/Red Mage should be able to cast a
         good ol' Fira against Lich which should damage him a lot. If your
         White Mage has Dia/Diara/Diaga, by all means, blast him with that
         too! Your physical units can't really do anything except for using
         regular attacks. As a vampire, Lich's physical attacks can do a lot
         of damage. He also owns some Black Magic spells which can deal some
         damage against you. If possible, use your White Mage and bring up a
         NulFrost or NulBlaze barrier. At the same time, cast Protect on
         every one of your units to soften the amount of impact from each of
         his strikes. Don't be shy with healing and use Curaga whenever
         needed. Keep pounding Lich with Diaga and Firaga plus a few physical
         strikes and he will fall.

You will know when he's defeated as the screen will flash white and Lich will
slowly fade away. Take the Gil and EXP that Lich provided and the Earth
Crystal will begin to glow. Congratulations! Your team has succeeded in
activating the Earth Crystal. Only three more to go. As your team shows their
appreciation by hopping around, the scene will shift to Earthgift Shrine
where a barrier blocking a door will break. Consult the Soul Of Chaos section
on it. Behind the Earth Crystal is a warp, use it to get out back to the
entrance.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.4. Volcanic Activity ---------------------- [5400]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                "Twilight amber ego. We were amused by this."


With the vampire defeated, the Earth Crystal will be activated. Make your way
back to Melmond and take a well-deserved rest at the Inn. Although you can't
see it, the earth is slowly returning to normal (Really?). The townspeople
are still as gloomy as ever though except for one or two people. Heal up and
bid your farewells to Melmond. Hop back on your boat once again.

We're not moving back to the Cornelia continent. Instead, we are to head west.
Begin first by moving south along the border of the Devil's Tail peninsula
containing the Cavern of Earth. Once you clear the tip, begin sailing due
west. If you continue west in this direction, you will hit the edge of the
map, but you will sail around and end up at the other side. As you can see,
the world of Final Fantasy is designed like a sphere much like the Earth
(although on a much smaller scale). If you sail in one direction, you will
always reach the opposite side.

Anyhow, the continent further west is quite a large one. When you finally hit
land, sail south a little bit and you should notice a dock to park your Ship.
Get off your boat, and begin walking southwest along the shoreline. You don't
have much of a choice considering the mountain blocks further progress west.
The enemies along the way are similar to the ones you fought in the Cavern of
Earth. Therefore, you might have a bit of trouble with them. Continue to move
south along this way until the mountain ends, and your team enters a thick
forest.

To your west is a very large lake in a shape of a crescent. There's a town
on the other side, but the lake blocks our way. Trying to walk around the lake
going north will only result in a dead end. Instead, continue south around
the lake, and then walk along the lake's edge as it twists west and then
north. After quite a bit of walking, head into the city that is logically
placed by the Crescent Lake.

                        __________________________
                   ---=|       Crescent Lake      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Crescent Lake is a nice-looking town that really doesn't appear to have
something wrong with it. It is also the first town that actually doesn't have
a problem that you need to solve! Apart from two people, the streets are
deserted. Usually, the first thing that we do when we enter a new town would
probably be the sleep at the Inn or revive units at the Sanctuary. Following,
you might want to check out the shops.

           Crescent Lake Weapon Shop ~
           =========================
                * Mythril Knife -- A knife wrought from mythril.
                     Cost: 640 Gil
                     Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                            Ninja, Red Wizard, Black Wizard

                * Mythril Sword -- A sword wrought from mythril.
                     Cost: 3200 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Mythril Hammer -- A hammer wrought from mythril.
                     Cost: 2000 Gil
                     Class: Warrior, White Mage, Knight, White Wizard, Ninja

                * Mythril Axe -- An axe wrought from mythril.
                     Cost: 3600 Gil
                     Class: Warrior, Knight, Ninja

           Crescent Lake Armor Shop ~
           ========================
                * Mythril Mail -- Mail crafted from mythril.
                     Cost: 6000 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Mythril Shield -- A shield crafted from mythril.
                     Cost: 2000 Gil
                     Class: Warrior, Knight, Ninja

                * Buckler -- A small shield.
                     Cost: 2000 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                             Wizard

                * Mythril Helm -- A helm wrought from mythril.
                     Cost: 2000 Gil
                     Class: Warrior, Knight, Ninja

                * Mythril Gloves -- Gloves made of mythril.
                     Cost: 2000 Gil
                     Class: Warrior, Knight, Ninja, Red Wizard

           Crescent Lake Black Magic Shop ~
           ==============================
                * Thundaga -- Deals lightning damage to all foes.
                     Level: 6
                     Cost: 13000 Gil
                     Class: Black Mage, Black Wizard, Red Wizard

                * Death -- Instantly kills one foe.
                     Level: 6
                     Cost: 13000 Gil
                     Class: Black Mage, Black Wizard

                * Quake -- Calls an earthquake to swallow foes.
                     Level: 6
                     Cost: 13000 Gil
                     Class: Black Mage, Black Wizard

                * Stun -- Paralyses one foe.
                     Level: 6
                     Cost: 13000 Gil
                     Class: Black Mage, Black Wizard

           Crescent Lake White Magic Shop ~
           ==============================
                * Stona -- Cures stone.
                     Level: 6
                     Cost: 13000 Gil
                     Class: White Mage, White Wizard

                * Exit -- Transports party out of dungeons.
                     Level: 6
                     Cost: 13000 Gil
                     Class: Red Wizard, White Wizard

                * Protera -- Raises party's defense.
                     Level: 6
                     Cost: 13000 Gil
                     Class: White Mage, Red Wizard, White Wizard

                * Invisira -- Raises party's evasion.
                     Level: 6
                     Cost: 13000 Gil
                     Class: White Mage, White Wizard, Red Wizard

           Crescent Lake Item Shop ~
           =======================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Hi-Potion -- Restores 150 HP.
                     Cost: 150 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Phoenix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

                * Tent -- Partially restores party's HP and MP.
                     Cost: 160 Gil

As you can see, Crescent Lake seems to be obsessed with all things mythril!
Many of the weapons and armor here are useful so purchase as necessary. The
Black Magic and White Magic Shop have hefty prices, but they hold very useful
spells of which you should take advantage of. Exit is a great spell in
dungeons, but it requires a White Wizard or Red Wizard. I strongly suggest
picking up Thundaga, Quake, and Death for Black Mages. White Mages, pick up
Protera, Invisira, and Stona.

Melmond didn't have an Item Shop so take advantage of Crescent Lake and
purchase some more Potions/Hi-Potions along with a few Phoenix Downs. Anyway,
with everything that needs to be bought purchased, you might consider leaving.
Before that however, head to the northeastern corner of town past the Black
and White Magic Shops. Cross the bridge leading east, and make your way
through the thick forest path.

At the end, you will find a circle of men. Talk to the leader (the blue one),
and he'll tell you that his name is Lukahn. You might have heard this name
somewhere else if you chose to talk to some village people. He'll tell you
what he sees in your future. Talk to the rest of them, and learn a bit more
about the crystals. The last one will hand you a Canoe to aid you in your
quest for the crystals. There are still three crystals ahead of you. Leave
Crescent Lake.

With the Canoe in tow, your team can now cross shallow rivers like Crescent
Lake! With that, a bunch of new enemies can now threaten you. You might want
to be careful with some of the higher end enemies such as Hydras, Ochus, or
Neochus. The latter two provide massive EXP so battle one whenever you have
the chance. Basically, all of these shallow water inhabitants aren't shy in
their attacks and have the capabilities to snuff your team out. Take caution
when battling.

Try to gain some EXP to get a few more levels before moving out. Anyway, our
next objective is to head to Mount Gulg. To get there, first find the river
that empties out into Crescent Lake. After all, it can't be a lake without a
river to supply it with water. Begin taking your canoe along that stream as
your group enters a canyon-like area. Eventually, you will reach a fork. Go
west.

About a few feet forward, find another split in the river. This time, head
northward. Before you really get anywhere, a third fork will appear in the
river. Ignore the first portion leading northwest as it's just a dead end.
Take the northeast stream instead. Afterwards, take the immediate fork leading
straight west. After a long trek westward, get off and begin moving southwest
on foot. Mount Gulg is up ahead. Cross the river surrounding it and enter.

                        __________________________
                   ---=|        Mount Gulg        |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As you can probably tell, a large majority of the monsters here are fire-
based. A large majority of those are also very tough to defeat. Fire
Elementals for example are a major step up from the Earth Elementals you
fought before. If you thought those were hard, expect Fire Gigas to be a
nightmare. The few Pyrolisks lurking around are capable of instantly KOing
one of your units with Gaze so be sure you have a White Mage Life or Phoenix
Downs at your disposal.

However, being fire-based does have one disadvantage. Using ice techniques,
your Black/Red Mage should wreak havoc against fire enemies. Keep that in
mind while fighting off the various monsters that throw themselves at you.
However, Blizzara can be fairly draining on the MP so don't use it all up
unless you have a heavy supply of Ethers.

Begin moving forward, and you will notice a strange, pulsating orange liquid
on the floor. This is lava if you didn't already know that. Stepping in it
would normally be fatal to _normal_ humans, but this IS Final Fantasy where
things are messed up. Anyway, for every step you take in the blazing lava,
your party loses 1 HP. However, once your party members reach 1 HP, that value
will stay that way meaning that your team cannot die in lava. Strange huh?

Cross the lava pool to the northwest corner where a staircase is sitting. Once
in B2, you have two possible ways to go. First off, heading west will get you
out of this floor, but will also bypass all the treasure. If you want the
treasures here, go through the door leading north. Follow the path as it
twists north and turn left when you see the chest to your west. Fight the two
Fire Elementals and open the chest for the Mythril Helm.

From there, head west and then begin south. At the lower end, you will find
another chest. Open that one for 1520 Gil after fighting two more Fire
Elementals of course. Begin making your way back north past the empty chest
that held the Mythril Helm. Head eastward from there and then north again.
Move west and find the chest there. Open that one for a Great Sword! Now make
your way to the northeastern corner where a fourth chest lies in wait just a
bit south of the northeastern corner. Open that one for 4150 Gil.

Head as far north as possible and then begin moving west along the north wall.
When you hit the wall, head southward. When you hit another wall, head east
and then around the wall where you'll locate two more chests. Open one for
795 Gil and the other for 750 Gil. Turn back around and begin moving south
once back in the open. At the very south end, you will find a crapload of
treasure chests!

Open them all for a Mythril Helm, Mythril Gloves, 1520 Gil, 1760 Gil, Mythril
Shield, Mythril Axe, Phoenix Down, 1455 Gil, Antidote, 1975 Gil, Tent, and a
Hi-Potion. Swipe the treasure, then head north and find your way back to the
exit or any other of the multiple doors leading out. With that giant room
cleared, we can head over to B3. Look to your west and cross over the lava
hallway. There's a staircase at the west end. Descend.

Lots of lava here. Slowly make your way eastward. The lava is impossible to
avoid so step into it when needed. At the far east end, you'll find another
staircase leading down. Once again, go down. At the next floor, you'll be on a
platform surrounded by lava. From your position, go southeast through the
lava pool. Heal whenever necessary but do remember that lava cannot kill you
by itself. At the southeast corner are some stairs. Have your team go up.

Okay, begin moving when you enter B3 again west. The lava is once again,
unavoidable so step into it. You will soon reach a fork leading both west and
south. Take the south path and you'll soon reach a four way intersection.
Continue southbound and follow the path as it twists west. The stairs out of
here are at the far end. Descend.

There's a good amount of treasure here to collect. At the staircase, find the
doorway leading north. Walk through and open the two treasure chests for a
Gold Needle and 2750 Gil. Leave the room and follow the path west. It will
twist south and then west again. By that point, you'll reach a three way
intersection. There's a door that leads to a treasure chest containing 1760
Gil. Snag that.

Leave that room and continue to move west. It will turn northward and then
west again. At the end is a door. Enter and find five chests. Open them all
for an Antidote, 7340 Gil, 880 Gil, an Ice Brand, and a Flame Shield. The
latter two items are VERY valuable so do not miss them. Exit the room and
find your way back to the three way split. Take the south fork. Don't forget
to watch your health as the lava drains it by one with every step.

Another three way fork will present itself after a little bit of walking.
There's also a door right in the middle of it. Inside, you'll find 155 Gil
and 10 Gil...? Talk about cheap chests. Leave that room and take the east
fork. The room at the end has three chests. One of them is empty so bypass
it. The other two contain 2000 Gil and a Cottage. With those two collected,
move all the back to the three way fork.

The only path we haven't trudged upon is southward so begin moving. There's
a door along the way. The two chests in that room contain 1250 Gil and a
Staff. Once again, move south. The stairway down is just around the corner.
We're nearing the boss here so get ready. Move straight west all the way to
the end where you'll find a door leading into a room with a chest. At the
far end, you'll have to fight a Red Dragon to pick it up. However, the Flame
Mail is very worthwhile.

With that collected, make your way back to the north end of the room and
exit. When you're back out, head south while sticking to the west wall. After
a bit of walking, you'll find yourself at a door. The boss of Mount Gulg is
here. Heal up and ready yourself for a fight. Examine the red orb on the
ground. Some very useful (not!) information will find its way into your ears.
Maralith time.

    Boss Fight: Maralith ~
    =------------------=
         Is it getting hot in here or is it just me? Maralith is a gigantic
         serpent-like creature with many blades. She has one main element.
         As a fire-caster, consider putting up NulBlaze with your White Mage.
         Her HP is high so you'll need to deal a lot of damage fast before
         she takes you down. Casting Haste on your physical units will work
         well in doubling the damage dealt. Likewise, raising attack with
         Temper can easily turn the tide of battle in your favor. When
         Maralith casts her spells or attacks you head on, prepare to be
         hurt. Your White Mage will barely have a free turn as long as he
         keeps your group in tip-top shape. A large part of winning this
         battle is consistency. If your White Mage falls, you are at a major
         disadvantage. Pound Maralith continually while doing your best to
         get around her attacks. Eventually, the hellspawned Maralith shall
         fall.

With the fire-based Maralith defeated, the crystal she was holding will be
activated! After a bit of celebration from your team, control will be given
back to you. Elsewhere, a strange statue will break revealing another door...
Consult the Soul Of Chaos section on it. Step into the warp behind the now
activated crystal to leave Mount Gulg. Good riddance!



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.5. The Airship ---------------------------- [5500]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                  "Sweet revelation. Sweet surrendering."


So we have two crystals activated. With that down, you might want to tackle
the last two. Before that however, we are going to find the Levistone. If you
remember, a dwarf a long time ago might have told you a bit about a special
rock that levitates! First off, head back to Crescent Lake (hopefully, you
know how to get back) and heal up at the Inn. Restock at the Item Shop if you
need to.

Now leave Crescent Lake and find your way back to your Ship back onto the
high seas. From that port, go due north along the mainland coast. We're
aiming for another port somewhere to the north. The port can be found inside
a bay area after positioning your Ship through a small canal. When you reach
the port, get off and begin heading southwest along the mountain. There is a
river running from the sea which you should get your Canoe to.

Follow the river into the mountaineous area until you reach a four way
intersection. There are two rivers leading north. Taking either one doesn't
matter. Be sure to turn right at the fork. After a bit of smooth sailing, your
team will reach another split shaped like a sideways "h". Ignore the branching
river and go straight westward. Momentarily, you'll find yourself at a three
way fork. Go west and navigate your canoe through this (rather long) stream
area. After a few twists and turns, you'll reach land.

It's a short walking distance to another cave. This marks the beginning of
yet another dungeon. Prepare yourself as necessary. The enemies around this
area don't provide a lot of EXP. If you want to level up, head back to your
Canoe and fight off Ochus and Neochus. When you're ready, walk into the Cavern
Of Ice.

                        __________________________
                   ---=|      Cavern Of Ice       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Judging by the dungeon's name, you can probably expect the enemies here to be
ice-based. A few preliminary engagements might tell you that Ice Gigas and
Winter Wolves frequent. You've fought their lesser cousins but the monsters
here are a major step up. There is one thing to keep in mind, most monsters
here are weak to ice. That also includes the majority of the undead creatures
in the Cavern of Ice.

Along with that, prepare to battle some Piscodemons (and their more powerful
counterpart, Mindflayer) that you're probably already familiar with. Forget
about obscure, those critters are almost everywhere. Even at your much higher
level, they can still deal some damage to your weaker units. Anyway, getting
to work now. Start off by navigating your group through this linear first
floor. Get a feel for some of the enemies here. After a bit of tedious
walking, you should reach a staircase. If you look a bit to the west, you'll
see another staircase to the west but that one is inaccessible. Go down to B2.

This room is shaped in a large rectangle with the lines being the pathways.
The staircase brings you to the northeast corner. Head either west or south
to the opposite end where another staircase resides. Descend that one to find
yourself in a small, crystallized room. The other staircase is plain in sight
so navigate your team to it (so difficult), and ascend to B2 again. There
doesn't appear to much activity here although you'll be meeting some more
difficult enemies.

There's only one path forward. Take it all the way to the opposite end of
this room to find a door. When inside this room, take note of the floor.
There are two treasure chests ahead plus a weird, diamond thing on the ground.
Also take note of the cracks. Don't step on them yet or you'll fall through
them to somewhere we don't want to go. Actually, walk around the cracks first
and open the two chests. It's pretty easy to see the cracks so don't step on
one.

The two chests contain a Flame Sword and Clothes. The latter is useless and
the Flame Sword should have been picked up in Mount Gulg. Oh well, take them
for collection's sake. Now here comes the fun part (well, not really), have
your guy step onto one of the cracks and fall through! It doesn't matter
whatever hole you fall through as they all take you to the same room. Defeat
the scripted battle with some undead creatures and leave the room.

Now this is where things get hardcore (pmg wut?). To your west, you should
note some spikes sticking out of the ground. Stepping on these will obviously
hurt your team a bit. These ice spikes work much like the lava in Mount Gulg.
Stepping on them will have you gradually lose 1 HP for every step you take.
Cross the spikes on your west to reach a door. Enter and find two chests
just chillin' (pun completely intended). You'll have to fight some White
Dragons for it though. All I have to say is WATCH OUT for Icestorm. That
move deals heavy damage to all of your units.

Pick up the Ice Armor and Mythril Gloves. With that collected, leave the room
and head back to the center area. Head southbound across another bed of ice.
Keep moving south until you reach an "h"-like split. Take the left one leading
south to a room. There are six chests here containing 7900 Gil, 5454 Gil, 180
Gil, 9900 Gil, 5000 Gil, and a full 12350 Gil. Keep in mind that you might be
forced to fight some Winter Wolves. They are easily defeated so no worries
here.

Now make your way back to the "h"-like fork. This time, take the east path
leading south. After rounding a corner, you'll find a staircase leading back
to B1. Ascending it will bring you to a rather cramped section of B1. As you
can see, there's nowhere else to go but through the door. Walk south a bit
and open the chest for an Ether. A bit to the east of that chest is a door
which you should move through.

Walk south around the stub (which is really a room). There's a door there
that you should go through. The chest in that room holds 10000 Gil. Getting
rich now aren't we? Exit the room and move back north. Then begin advancing
south around the barrier. Head east in this direction to find a door. At the
upper end, you'll find a crack in the floor along with a few chests. Open
them for 9500 Gil, a Sleeping Bag, and an Ice Shield.

Now it's time to step on the crack. Let your team fall through and you'll
find yourself in the middle of that ring of cracks from before. The diamond
thingy that was unreachable before is now just ahead. Navigate your team to
it. Heal up before you touch as a scripted fight will begin.

The boss (semi) of the Cavern Of Ice is an eye-creature with an incredibly
low HP value. As low as his defense and HP may be, he is still capable of
taking down your team if you choose to be complacent. Doom should be avoided
at all costs as it will instantly KO one of your members. Even so, the Evil
Eye is still easily defeated so bleh.

With that freak defeated, you now can access the Levistone. The cool music
that appears whenever a nice item is find will play. Now you'll have to fall
down one of the cracks. Getting out of here is pretty easy. Simply move
through this area as if you were attempting to re-visit the Evil Eye and the
Levistone. When you reach the door leading to the single crack that leads to
the Levistone, bypass it and continue east and then north. The stairs there
will lead you outside.

What was the whole point of the Cavern Of Ice? To pick up the Levistone of
course! With that key item in tow, there's nothing more to do but to head
back to Crescent Lake. Find your way back to your Canoe and begin sailing
through the rocky area. Your main objective now is to head back to your
Ship. Navigate through the area back to the open sea. If you need to, use
your world map to find your way out.

Back on the water now, begin sailing southward back to the port at Crescent
Lake. It's not too long of a journey. Get off and begin heading southwest
to the familiar Crescent Lake. You should still remember how to get there.
Take a quick stop in town and heal up at the Inn. Purchase a few more items
if you need them. Once that's done, exit. We'll be doing some more Canoe work
here.

Find your way onto the river that led you originally to Mount Gulg. However,
instead of taking the west fork at the first split, go straight southward.
Don't be surprised if the journey takes a bit longer than you expected. You
should see that the land begins to get a bit more sandy. At the end, get off
and venture into the desert-like area.

                        __________________________
                   ---=|      Ryukahn Desert      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Once in the desert, your team will bring out the Levistone and a cutscene will
begin. The wall will crack to reveal a very large ship. Watch in awe as the
majesty flies out. This, my friend, is the Airship. Once the cutscene ends,
your team will have access to it. Step onto it and give it a whiz if you'd
like. Note that the camera shifts a bit to give it a better "flying" feel.

You can do a lot of stuff with the Airship. For starters, you can fly it
wherever way faster than your walking speed. While in the air, you also don't
encounter enemies! You can land anywhere you on green grass. However, you
can't land on forests or any type of land OTHER than green grass. That really
bites.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.6. Citadel Of Trials ---------------------- [5600]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                    "Pull me in to your perfect circle."


Before we venture off for the third crystal, now would be a great time to do
something extraordinary. It seems that the classes in your party right now
can actually be upgraded. That's something that you absolutely, positively
do not want to pass up. With the help of your Airship, you can easily get
there with a quick flight. Anyway, from the Ryukahn Desert, take your Airship
and fly northward.

Pass over the Crescent Lake area and the annoyingly complex system of rivers
we passed through before. If you look at your world map, you should notice
that there is another continent north of your position. If you explore the
continent a little bit (shouldn't be difficult with your ultra-fast Airship),
you should realize that there are two towns on that continent. The first (in
terms of accessibility) is Gaia. That's the northern one of the two towns.

You will find Gaia in the very northeast corner surrounded by a ring of
mountains. Before we go anywhere else, I'd suggest you park your Airship in
the grassy area in between the mountains and give Gaia a quick visit.

                        __________________________
                   ---=|           Gaia           |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

There might be some things there you'd like. If your team needs healing, take
a quick stop at the Inn at a hefty 500 Gil. Oh well, at least the Inn is high
quality. Anyway, let's get down to shopping. There's very little to shop for,
but everything's expensive. Go figure. It's a big town so good luck finding
your way around.

           Gaia Weapon Shop ~
           ================
                * Cat Claws -- A weapon with razor-sharp blades.
                     Cost: 52000 Gil
                     Class: Knight, Ninja, Red Wizard, Black Wizard

           Gaia Armor Shop ~
           ===============
                * Ruby Armlet -- An armlet ornamented with rubies.
                     Cost: 40000 Gil
                     Class: [All]

                * Protect Ring -- Ring that guards against instant death.
                     Cost: 16000 Gil
                     Class: [All]

           Gaia Black Magic Shop (Level 7) ~
           ===============================
                * Blizzaga -- Deals ice damage to all foes.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Mage, Black Wizard, Red Wizard

                * Break -- Petrifies one foe.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Wizard

           Gaia White Magic Shop (Level 7) ~
           ===============================
                * Curaja -- Fully restores one ally's HP.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Wizard

                * Diaja -- Deals damage to all undead foes.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Wizard

           Gaia Black Magic Shop (Level 8) ~
           ===============================
                * Stop -- Stops time and paralyzes all foes.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

                * Warp -- Banishes foes to another dimension.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

                * Kill -- Instantly kills one foe.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

           Gaia White Magic Shop (Level 8) ~
           ===============================
                * Holy -- Damages all foes with holy light.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

                * NulAll -- Reduces damage from spells by half.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

                * Dispel -- Negates one foe's magical defenses.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

           Gaia Item Shop ~
           ==============
                * Hi-Potion -- Restores 150 HP.
                     Cost: 150 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Phoenix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

                * Tent -- Partially restores party's HP and MP.
                     Cost: 160 Gil

                * Cottage -- Fully restores party's HP and MP.
                     Cost: 2000 Gil

You might consider picking up some items from the Armor Shop. The Cat Claws
are only useful once you get the class change. Likewise, most of the magic
shops sell only spells that can be used by Black Wizards, White Wizards, or
Red Wizards. Oh well, that's life. When you're done browsing, find your way
to the exit. Get back onto your Airship. It's time to get to the Citadel of
Trials. No worries, we'll be back here soon for a very special item. Remember
Gaia's location though.

Now back on your Airship, begin to fly west. Although you haven't visited the
Citadel Of Trials to create a mark on the world map, you can still see its
general location by finding the western-most dot on the continent you're
currently located on. When you fly to that unmarked dot, your team should
stumble (fly) over a run-down castle. However, the area surrounding the
Citadel Of Trials is unsuitable for landing. Scout around the castle and try
to find some open grass.

The closest open grass I could find to the castle (which is in no way, close)
was on the peninsula north of the Citadel Of Trials at the very tip. If you
have better luck than me, you might find a closer location. However, make sure
that the Citadel is actually _accessible_ from the location you might choose.
Whether or not you landed where I landed, find your way around the mountains
and through the forests toward the Citadel Of Trials. The enemies around here
are nothing short of dangerous. When you finally reach it, enter.

                        __________________________
                   ---=|    Citadel Of Trials     |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Let's get down to business. Once inside, move upward toward an old man
standing in the middle of this room. You still bear the Crown so your courage
is indeed notable. You are here in the Citadel Of Trials. At the end, you'll
find a great reward. The old man will disappear and you're left with yourself.
Now move upward until you hit a wall. Then begin moving west where you'll
find a door. Enter it and find a kingless throne. There's no other way out
of this room so step onto the throne and be warped into the Citadel of
Trials...

The second floor of the Citadel is a bit confusing to say the least. As soon
as you leave the room, you'll find a warp point on the ground. Step into it
and you'll be moved to the room north of that area. There is also a single
warp in this room which you should step into. Now this is where it gets tough!
You have two warps to choose from. Pick the bottom of the two warps to find
yourself in a room of another warp.

There's a single point here. Step into it and find yourself in front of two
warps once again. Take the bottom warp of the two. Now you'll find yourself
in a tight hallway. Follow it southward where a warp point awaits you at the
very end. Two more warps to choose from appear in the next area. Step into the
east one. Don't touch the point in the corner. From that point, begin walking
east until you see a door in a wall. You can go through it to find a Gauntlet,
but prepare to fight Clay Golems to get it.

The Gauntlets are a special type of Gloves. If you equip them, they will cast
Thundara each time they are used. However, you'll need to find the class
upgrades before you can equip it. Anyhow, leave the room and go due south past
two warp points. The third warp point you see while moving that way should be
one to use. It will bring you to the exit which will lead you into the third
floor. Easy enough, huh?

Luckily, the third floor is much less complicated. Move up through this
corridor to a doorway. Go through it and notice the chest right at the start.
Open it for a Healing Staff. You can pick it up. It will cast Heal whenever
it's used. Definitely a very useful item. Now begin moving west along the
narrow hallway. You'll be fighting off encounters galore here. When the path
begins to turn, open the three chests that appear at the corner for Steel
Gloves, an Ice Brand, and a Ruby Armlet.

With that done, have your team move southbound through the linear hallway.
At the other end are a group of four chests. One of them is empty however.
Open them for a Cottage, 1455 Gil, and 7340 Gil. Collect the treasure and
follow the pathway east. Eventually, you'll reach a chest and a throne. The
chest will give you a Rat's Tail, a needed item. Now we need to get back
outside as simply backtracking won't lead anywhere with the warp room. Heal
up your units and step onto the throne... Fight off two Dragon Zombies before
you go.

The throne will warp you back to the entrance room. Exit the room and go
south toward the exit. Now you'll be taking the long, tedious journey all the
way back to the Airship. Board the flying thing and begin to soar south. Find
the Citadel Of Trials again and fly southwest from there. You will find a
collection of islands with holes in them. Only the last cave is absolutely
required, but the other caves have some treasure that you might want. Land on
the eastern-most one. Fall into the cave.

                        __________________________
                   ---=|       Dragon Caves       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

From the staircase, go due north where a door is in plain site. In that room,
you'll find two chests with goodies in them. The first one contains 2750 Gil,
the second contains 2000 Gil, and the third will give you 1455 Gil providing a
whopping amount. Exit that room and go southwest. At that corner, you'll find
another room. There are many pieces of treasure here along with a menacing
dragon that can talk! Ironic that the dragon is the exact same size as you...
Anyway, open up the various chests for an X-Potion, 9500 Gil, 1520 Gil, and
2750 Gil. With your loot in tow, leave the first of the Dragon Caves.

Back on the overworld, go northwest to find two more islands with holes in
them as well. The one on the west sports two holes leading into the other
Dragon Caves. The small east one has one hole. That leads to nothing except
for another talking dragon. Land on the island with the two holes nearby.
Remember that your Airship cannot touch down on land other than green grass.
Find some grass at one of the island's corners. The southern hole brings you
to the Hellfire Chasms, but we DO NOT want to go there yet unless you want
your butt kicked.

The northern hole on the other hand, leads you to another one of those Dragon
Caves. From the stairs, go either left or right past a talking dragon (getting
old, huh?) around a corner. Move all the way to the end where a door is
located. There, you'll find more dragons along with a few chests. Pick up a
Cottage, 500 Gil, and Elixir. With that collected, leave the cave and get
back onto your Airship. Just north of that island is a forested island with
two more holes. Land there.

The northern hole leads to nothing. The southeastern however, might bring you
someplace special. From the stairs, go south through the very narrow corridor.
At the end is a staircase leading to B2. Go up through the door and walk
north past a row of swords and more talking dragons. At the far end is the
Dragon King himself, Bahumat. He notices your Rat's Tail and states that its
a sign of courage and strength. Bahumat spreads out his wings and upgrades
your classes.

Now your guys look totally awesome. Go back southward through the
row of swords and back up the stairs. Find your Airship again, and begin
riding through the skies. There is one final island with a good amount of
goodies hidden inside. Directly west of that current island is another piece
of land that's longer than it's wider. Drop yourself off there and enter the
cave. Just as you walk down the stairs, go through the door northwest of the
staircase. Open the chest for a Tent. Exit that room and go southward where
another room lies in wait. The two chests there contain Dry Ether and a Gold
Needle.

With that, you can exit the cave. For now, we are officially finished with
the Dragon Caves. Once again, find your way back to your Airship. Remember
Gaia? Good. If not, you'll find the town located east inside a valley that
would be inaccessible without an Airship. Fly yourself back to Gaia. Here,
heal up and buy a few of the spells that you originally could not. With your
upgraded characters, the spells can be bought. Buy your fair share of Black
Magic or White Magic. You can also go to past towns in which certain spells
might not have been accessible because of it.

It's your turn to do whatever you'd like. Throughout many of the earlier
cities, you can find magic spells that you might want to teach your Knights
or Ninjas. Knights can learn basic White Magic and Ninjas can learn basic
Black Magic. Only now will they begin to gain MP so level them up as much as
you can. When you feel ready to overcome two more crystals after this minor
intermission, there is one more thing you need to do in Gaia.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.7. Waterlogged ---------------------------- [5700]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


             "And I feel this comin' over like a storm again..."


Ahead of us, two more crystals are still not activated. Next, we will find the
water crystal located deep within the confines of a sunken kingdom untouched
for eons.

There is a blue-haired man standing to the left of the Level 8 Magic Shops. If
you talk to him, he'll mention a special water called Oxyale. It gushes from
the springs below Gaia, but only faeries have the ability to draw it out.
This is way too good to pass up. The Bottled Faerie will not be easy to find
however.

Bring your Airship and fly to the northwest continent. Like the continent you
were on before, this continent also has a desert, although it is much smaller.
There's a little bit of grass in the southeast corner of this small desert.
Walk out and begin trudging toward the northwest corner of the desert. There,
you will find a separated piece of sand with a border of grass. It's really
pretty noticeable in the northwest corner. Walk to the center of this area
and enter the Caravan.

                        __________________________
                   ---=|         Caravan          |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

You start at the southeast corner of a little camp in the middle of the
desert. It's really pretty small and the only building you can enter is the
large, white tent. There's one storekeeper and he sells ONE thing, the
Bottled Faerie. However, there is a problem. If you don't have 40000 Gil,
guess you can't buy it can you? If you do have the money, good. If not, better
find some way to find some more Gil whether it be selling some of your
equipment or going to Mount Gulg or the Citadel Of Trials to defeat more
enemies.

So pick up the Bottled Faerie and get back onto your Airship. We're done with
the Caravan for now so fly back to Gaia. If you can't find it, use your world
map. As you soon as you enter Gaia and walk forward a bit, you will
automatically release your Faerie even though you aren't near the spring. The
released Faerie will fly off and you're left to find it. From the start, go
straight toward the Inn past the witch with the dancing broom. From the Inn,
go directly north.

You should see both the Level 8 Black and White Magic Shops. Move left past
the blue-haired kid who originally told about the Oxyale. When you reach the
cobblestone path, go northward. Your group will pass the Item Shop on the way.
The path itself leads to the Sanctuary. However, instead of going there, head
east of the building. Then move south through the forested pathway. It's one
way for a while. However, you will soon reach a fork.

Take the north fork to find your Faerie chilling by the water's edge. Talk to
it and she'll notice that you were the one who rescued her from the bottle!
She wants to apologize for running off like that, and agrees to fetch some
Oxyale from the bottom of the spring. Wait for her to come back and the
Faerie will give you some Oxyale! The Oxyale will allow you to breathe
underwater as air will always flow from it. Coolness.

Well, you can choose to walk all the way back to the entrance of Gaia, but
if you head back south to the fork again, you can move east and take a quick
cut out of the town. With the Oxyale in tow, step back onto the Airship and
fly back to the desert-ish area where you found the Caravan. At the southeast
end of the desert, there's a river. Step there and use your Canoe to sail
north following the river's path. As you move upward, a sleepy-looking town
will pass by on your right. More on that later.

The river will begin to tighten up and empty into a lake in the middle of a
mountain range. If you ever played A Link to the Past, you'll know what to do
here. There's a waterfall. Navigate your Canoe right into it to *gasp* find
a secret spot!

                        __________________________
                   ---=|     Waterfall Cavern     |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

From the entrance stairs, start out by moving north. After a short trot, you
will find a fork. Take the west fork. Advance this way and not too shortly
afterwards, you'll reach yet another fork. Take the west one and move forward.
Follow the pathway as it twists north. Further ahead is another split. Go
southwest this time. Eventually, your team will stumble across an area inlaid
with paths. The idea is to continue west so pick the path that leads west (and
actually leads somewhere).

If you picked the correct path, another fork will appear quickly. Go south to
the southwestern corner of the Waterfall Cavern. After a lot of walking, you
should stumble upon a door. Open it to find a lot of chests. Pick up the
Wizard's Staff, a Ribbon, 13450 Gil, 6400 Gil, 5000 Gil, and a Defender. Re-
equip your team as necessary. Before you scatter out of here, talk to the
robotic figure. It speaks in fragments although it does mention a Cube and
Tiamat along with the Flying Fortress. With that, it gives you a Warp Cube.
Hmm... Backtrack to the exit stairs and get out of here.

Canoe back south for a little bit until you see the small town again to your
east. Get onto land eventually and walk toward the town. Enter the sleepy
village of Onrac.

                        __________________________
                   ---=|          Onrac           |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

I suppose you probably want a well-deserved rest. Well, there is an Inn
south of the entrance area. However, it charges a very hefty fee of 300 Gil.
Live with it and have your party rejuvenate themselves. Leave the Inn and have
some pleasant conversations with a few of the townspeople. You'll hear about
some special things including the Sunken Shrine or Oxyale. In Onrac, you
might as well do some shopping. Well, there really is nothing except for an
Item Shop plus two Magic Shops.

           Onrac Black Magic Shop ~
           ======================
                * Saber -- Raises caster's attack and accuracy.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Wizard

                * Blind -- Blinds one foe with darkness.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Mage, Black Wizard

           Onrac White Magic Shop ~
           ======================
                * NulDeath -- Enhances party's defense against death.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Mage, White Wizard, Red Wizard

                * Healaga -- Restores a lot of HP to entire party.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Mage, White Wizard

           Onrac Item Shop ~
           ===============
                * Hi-Potion -- Restores 150 HP.
                     Cost: 150 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Remedy -- Cures ailments except for stone and KO.
                     Cost: 1500 Gil

                * Gold Needle -- Cures stone.
                     Cost: 500 Gil

                * Cottage -- Fully restores party's HP and MP.
                     Cost: 2000 Gil

When you're done enhancing your character's magic or buying a few items for
the journey ahead, begin moving toward the southeast end of Onrac. It's a bit
of a walk over a few causeways through some streams. At the end is a blue-
haired kid and a lady. The blue-haired kid will claim to have seen some shiny
object fall from the sky. It was the robot you saw before. Talk to the lady
to learn that she's a mermaid! She notices your Oxyale and begs of you to
please save the mermaids.

The barrel is now accessible. Apparently, it should work as some sort of crude
submarine. Step right in and wait for it to slowly sailing through the lake.
A minor FMV sequence will preview the area just below. Welcome to the Sunken
Shrine.

                        __________________________
                   ---=|       Sunken Shrine      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Follow the pathway up to the main platform. The Sunken Shrine is a pretty big
dungeon so it's very easy to get lost. As you might have predicted, Kraken
holds the water crystal somewhere within the Sunken Shrine. Seeing as we're
pretty much under the sea, enemies will mostly be water-based. Thunder spells
will deal heavy damage to those marine creatures. Start off this dungeon by
moving north. Advance through the pillars until you see two paths leading east
and west. Pull a right and go through a door at the end. Pick up 2000 Gil.

Leave the room and move west back toward the main path. This time, go west
and follow the path. It should lead to another doorway with a chest inside
it. Open it for a full 9900 Gil. Leave the room and continue east along the
pathway. Defeat any enemies that get in your way. Apart from the Water
Elementals or Nagas, you shouldn't have too much of a problem with them. As
long as you use Thunder magic often (without killing your MP), each
fight should barely last a single turn.

Now begin to make your way eastward. There are a few doors around, but they
lead to small rooms with nothing inside them. Eventually, you should reach
some water. Near it is a staircase leading up. Take it and find yourself on
4F. On the next floor, the area just west of your party is broken off. Head
south instead where you should find a door. There's nothing there so don't
even bother. You can head south, but go west first. At the end is a split in
the path.

Go south first. When you reach the four way intersection, move west. Follow
this pathway to another fork. Go north and then right into a little niche in
the wall. In there, you'll find a chest with 20 Gil. Leave the room and move
north again. When you can, turn into the west portion of the area. From there,
head as far north as possible until you find a door. This secluded room holds
one of the Sunken Shrine's greatest treasure: the Diamond Armor. With that
collected, head to the southern end of the area.

In the southwestern corner is a room with a treasure chest. Open it for a
Light Axe. From exiting that room, go eastward. When you hit the split, take
the upper path to a door. Enter yet another room to find a chest with Mage's
Staff inside. Exit the room and take the path east once more. Head as far east
as you can. Eventually, you'll hit the southeastern-most corner where a
staircase is located. There's a room next to it with a whopping 12350 Gil in
it! I'd strongly suggest you pick up that money prize. When ready, ascend the
stairs to 5F.

This floor is the top floor of the Sunken Shrine. Luckily, there are
absolutely NO enemies around! Run around as much as you like because nothing
can hurt you. There's a bunch of treasure around here, but we need to pick up
a special item first. First, head due north from the stairs as far as possible
(ignore the doors for now) and begin moving west. The pathway will narrow a
bit. When it begins to widen up again, head into the single room. The three
chests in it contain Diamond Gloves, a Diamond Helm, and the Rosetta Stone!

With the Rosetta Stone collected, take some time and go through this entire
floor picking up everything you might find. There are no enemies so there's
no need to really worry about opposition. Throughout the entire level,
Mermaids populate the area. Most of them talk about you reviving the water
crystal to save them. When you're ready, begin to make your way through the
floors back to the entrance floor, 3F.

If you absolutely, positively have to, you can go back into Onrac for a
healing at the local Inn. Luckily, Onrac is just a level above us. Anyway, the
other stairs leading down to Kraken is in the northwestern corner of the
entrance room. The other stairs are pretty much symmetrical to the ones you
took to the Rosetta Stone. Nearby the northwestern stairs is a small pool of
water. The next floor has cracks and broken floor everywhere. Find a path that
goes north. Follow it all the way to the upper end of the floor to find a
staircase in the corner.

Those stairs will bring you to a secluded room within the Sunken Shrine. There
is one other staircase nearby which is pretty obvious. In a room like that,
you might expect there to be some sort of secret compartment. There's nothing
so get a move on. The next floor consists of a square-ish hallway. There's a
doorway, but the room it leads to has nothing. There is another stairway in
the southeastern corner. Go down to 3F and find yourself in front of a door.
Go through and pick up the 110 Gil and another chest with 450 Gil southward.
Don't go back north to leave though. Keep going south where a door can be
found. Exit and descend the stairs.

You're back on 2F, but on a previous inaccessible area. Go west until you find
a four-way intersection. Go south and a little bit to the east and find a room
with two chests. Pick up the 7690 Gil and 8135 Gil. With that down, leave the
room and head directly west. Pay no attention to any paths branching off.
You'll be moving in west without turning at all. Keep going until a room is
reached. There's 385 Gil, 5450 Gil, and a very special Giant's Glove guarded
by two Water Elementals. These Giant's Gloves are special as they cast Saber
whenever used.

Exit that room and begin to move back east. Immediately turn northward and
advance in this direction. Go straight north until you notice a door to your
left. Pick up the Light Axe there. Exit the room and advance eastward.
Soon, you'll reach another room with a few chests in it. Pick up 2750 Gil,
9900 Gil, 7340 Gil, and a Ribbon. That really finishes all the treasures on
this floor. Leave the room and head north of that room. At the northwest
corner, you'll find a staircase leading to the final floor before Kraken and
the water crystal.

Move up a little bit and then head westward. Soon, the path will split.
Continue north past the empty room. When you have the option of turning west,
take it. Follow this hallway south as it soon twists west. Stay along the
wall and go into the first door you see. The final room before Kraken is a
big one. Luckily, you won't have too much trouble navigating through it.
You'll find the exit door just south of the northwest corner. For me, it took
less than 30 seconds to find it. The next hallway is very linear, eventually
leading you to the room of Kraken. Heal up as needed and activate the crystal.

    Boss Fight: Kraken ~
    =----------------=
         The gigantic water-beast known as Kraken is no pushover. There are
         many ways to tackle this battle. Using magic will help a lot
         against Kraken and his unbeatable HP. Use Protera to cast a barrier
         on your team. Kraken does not use too much magic so don't go crazy
         with magical barriers. Use Black Magic techniques, Temper and Haste,
         to raise your physical unit's attack. A strike from Kraken deals
         heavy damage so have a White Mage heal your team often. As a
         water-based fiend, Kraken is easily effected by thunder spells. Keep
         your units healed up and in tip-top shape. A fully Hasted/Tempered
         Knight will wreak havoc. Along with that, a full-powered Thundaga
         will also do heavy damage. Kill Kraken to activate the water
         crystal.

As the water crystal is activated, a scene shift will bring you to another
area outside the Sunken Shrine. A statue protecting a doorway will slowly
break under pressure.  A mermaid is very surprised to see this. Consult the
Soul Of Chaos section on it. As of now, we have one more goal ahead of us:
the wind crystal. Get to it!


   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.8. Fortress In the Sky -------------------- [5800]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


           "Disappear. Disappear. Higher. Higher. Into the air."


There is one more crystal to be destroyed. Obviously, you probably expect this
next quest to be the most difficult of them all.

You'll find a warp behind the water crystal which will lead you outside of
Onrac. Without a doubt, you'll probably need some good ol' healing back at the
Onrac Inn. Buy whatever else you might need. Anyway, now would be a good time
to recap on what we've accomplished in the Sunken Shrine. Apart from slaying
the third fiend, the Rosetta Stone was picked up! Do you remember a small
town south of Gaia? If you ever went there, the inhabitants were speaking a
strange language. The Rosetta Stone is the key to understanding them.

However, even with the Rosetta Stone in tow, you can't understand just like
that. Travel from Onrac across the river back to your Airship. Our next
destination is Melmond, a town we visited a long time ago. Melmond itself is
south of your current position. Bring up your world map and locate it. Fly
across the seas and the land below until you locate the depressing town of
Melmond. When you enter, you'll notice that the ground still hasn't improved.
Ugh.

Now in Melmond, head over to the northern part of town on the same strip of
land as Armor Shop. Turn right and you should notice a man with tan-colored
hair. This is Unne and he'll ask if he can see that tablet. After a moment's
examination, Unne will realize that this is the Rosetta Stone (wow, what a
genius)! He'll hop (from excitement) a little bit and tells you that the
Rosetta Stone will make it possible to decipher the Lufenian language. As a
token of his gratitude, Unne will offer to teach you Lufenian too! After a
few seconds, you are just as fluent as he is!

Once Lufenian is memorized, the inhabitants of Lufenia talk clearly! To
get to Lufenia, find it first by riding northward up the peninsula sticking
at the southeast end of the northeast continent. Lufenia's buildings are
gray and the entire town is covered by forest. The closest place you'll find
to land is north of Lufenia near a small pond. Find a little area to land
your Airship. From there, walk south and enter the town.

                        __________________________
                   ---=|          Lufenia         |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Although we went so far out of our way, you'll find that Lufenia really does
not have much to offer. Before we do anything, let's find some hidden Magic
Shops. You now can understand the people, but they won't really be too much
of a help. Some of them will mention Tiamat and her Flying Fortress. Anyway,
head to the northeastern corner of town where you'll see a gap in the fence.
Walk straight east from this hole. Instead of leaving town, you'll find two
Magic Shops. Here, you can finally complete your magic lineup!

           Lufenia Black Magic Shop ~
           ========================
                * Flare -- Blasts all foes with light and heat.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

           Lufenia White Magic Shop ~
           ========================
                * Full-Life -- Revives one ally and fully restores HP.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

Although there are only two spells, both of these are arguably the best spell
of both White and Black Magic. Discard magic spells to make room for them if
you can. Basically, that's all the shopping in Lufenia. The last thing that
we'll have to do is to find the Bell. Lufenia is made up of three main
platforms. A small stream separates the two on the side. Make your way to the
east platform. In the southwestern corner of that platform is a man standing
still. Converse with him and he will hand to you the Chime.

The final lair of the fourth fiend lies high in the sky on a Flying Fortress.
The Mirage Tower of the desert is the gateway to the skies. Take the tedious
journey from Lufenia all the way back your Airship. If you have to, get to
Gaia and heal your team up. Either way, venture into the Yahnikurm Desert.
Since one can't actually land in the desert, you'll have to find a little
patch of grass on the desert's outskirts in order to find your way. Your main
goal here is the Mirage Tower in the direct center. A good stop is the grassy
area southeast of the desert. Have fun walking...

                        __________________________
                   ---=|     Yahnikurm Desert     |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The area around here makes for a good training spot, but monsters are
considerably tougher. Find your way to the center of the Yahnikurm Desert
where a tower (it's pretty easily seen) stands valiantly. If you had ever come
here before, your party was not able to enter the Mirage Tower. With the
Chime, access is granted. Duh.

                        __________________________
                   ---=|       Mirage Tower       |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

To get to the Flying Fortress and Tiamat herself, you'll have to fight
through the Mirage Tower which acts like a gateway to the fortress in the
sky. The Mirage Tower might be a bit difficult, but not too much. Some enemies
around may be a new face to you, but a lot of them are ones you've seen
before. Guardians should be cautioned around as they can paralyze you. Make
sure that your team is leveled up well enough before entering the tower.

On the first floor, you can see the exit stairs to 2F to the left of the
entrance. You can easily get to it, but there are many treasures hidden in
the rest of the dungeon. First off, go through the door right in front of
the entrance. The middle area of the first floor is the home of many worthy
treasures. Find your way toward the plethora of chests in the middle and
begin to take your loot. Steal 800 Gil, a Healing Helm, 3400 Gil, a Vorpal
Sword, 18010 Gil, 2750 Gil, an Aegis Shield, and a Tent.

With all of those collected, go back to the door which you entered from.
There's another door to the left of it. Go through that one to find yourself
right in front of a set of stairs. Walk up to the second floor. Now hurry
along this pathway on the edge of the floor. Keep moving this way. When you
reach the apex of the path on the north wall, you should hopefully notice a
staircase leading up to the third floor. We'll be getting there... after
picking up some more loot of course.

Shortly after you see the staircase, the path will begin to break up and you
finally have access to the center of the room. Notice that in the center,
there is a really big room. Walk south along this way hugging the wall of
this hidden room. The door at the south end will lead you inside the gigantic
room. Move northward and check out all the treasure. Be sure you pick up the
Dragon Mail, 10000 Gil, Sun Blade, 7600 Gil, Cottage, 13000 Gil, 12350 Gil,
Thor's Hammer, 7900 Gil, and 8135 Gil. Re-equip as necessary.

Just leave the room at this point. Remember the staircase leading up to the
third floor? Walk northward and find it. There may be a robot patrolling the
area. If you talk to him, he'll notify you of one of his "friends" landing
somewhere to the west. Hopefully, you remember the quick journey through the
Waterfall Cavern. The final floor of the Mirage Tower has no treasures.
Heal up your party and walk along the outskirts of the floor to the south
end.

There's a door there that should be entered. Trot into the room and fight the
Blue Dragon that automatically engages you. It might be a tiny bit difficult,
but the Blue Dragon shouldn't take too much effort. Defeat it and talk to the
robot thingy. Using the broken sentences that all the robots seem to bear,
he'll tell you to use the Warp Cube and warp to the Flying Fortress. Tiamat
is waiting for us over there. Step onto the panel and "warp" to the Flying
Fortress...

                        __________________________
                   ---=|     Flying Fortress      |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Prepare yourself for quite a challenge. The great dungeon in the sky is
multi-leveled with gigantic floors. Enemies and monsters hiding around are
very tough. Many of them have death-casting capabilities such as the Evil
Eye, a monster you have fought in the past. However, there are a lot of
DIFFERENT kind of enemies. If you are one of those people who get annoyed
after seeing the same monster over and over again, I'm pleased to tell you
that there will be none of that here. If you ever need to leave, you can use
the Warp Cube to get back down.

Notice how the entrance area is like a four-way intersection with you in the
middle. First off, head southward. Walk out the door outside. At the south end
of the pathway, you will locate a room. Inside is a chest containing a Razer.
Now exit the room and head back north toward the four-way intersection. This
time, advance east. There shouldn't be too much trouble getting to the room at
the end of that path. Inside that room, pick up 180 Gil, 5000 Gil, a Protect
Ring, 6720 Gil, and a Healing Helm.

With that treasure in your bag, waltz back to the center area. Take the west
fork. The path is fairly short here leading up to another door with more loot.
There, you'll find 7900 Gil, 4150 Gil, 9900 Gil, and a Potion. That pretty
much sums up what you'll find on this floor. Head back to the four-way
intersection. To go upstairs, go due north until you find a tablet on the
ground. The Flying Fortress decided to be cooler than the other dungeons and
have a warp thingy instead of a conventional staircase. Step into it and warp
to 2F.

Now on the second floor, go straight down. There's another intersection here
except you have six paths branching out. Head down into the center. I would
suggest going northeast first. That path will lead to a room containing a
treasure chest. Pick up the Diamond Gloves and move back to the center area.
We'll be moving clockwise along the paths. This time, go straight east. That
pathway will bring you to a room containing a Diamond Shield and a Ribbon.

Once again, head back to the intersection area. The next path down is the one
leading southeast. Pick up two very important items, the Black Robe and a
White Robe. I'd suggest definitely picking these up as the White Robe casts
Invisira whenever used and the Black Robe casts Blizzara. Back at the
intersection, skip over the south path and go southwest. Taking the place of a
treasure chest is a piece of Adamantite. Be sure you take that before heading
back to the center.

The pathway leading straight west will bring you to a room with 880 Gil and
13000 Gil. The final pathway before we go south is the northeast one. You can
snag a Mythril Helm along with a Cottage. With that, find your way to the
south pathway leading that way. At the far end is a warp which will bring you
up to 3F. Right at the start, go a bit to your right and talk to the robot.
He'll notify you of the observation window. Check it to see how the four
crystals are converging upon a single point. Keep this area in mind as
it's the location of the Chaos Shrine. Sound familiar?

From the observation window, go due east. When you hit the wall, head north.
There's a room there containing more loot to pick up. The six treasure chests
inside contain quite a lot of goodies. Take 8135 Gil, a Protect Cloak (really
valuable item), 9500 Gil, Clothes, a Gold Needle, and 6400 Gil. Trudge back
to the observation window thingy and advance north from that point. The
fairly linear path will come to another room. Take 5450 Gil, a Potion,
9000 Gil, and a Protect Ring.

With that collected, head back to the center area with the observation
window. From there, begin moving west. The warp leading upward is around this
area, but venture into the other room first. The four treasure chests hold
a Sasuke's Blade, 3400 Gil, 4150 Gil, and a Gold Needle. The Sasuke's Blade
would be great to equip on your Ninja if available. Anyhow, exit the room and
find the warp in the vicinity leading to 4F.

The last floor before Tiamat is kind of disappointing. First off, there are
multiple warps leading to 5F on this floor so there shouldn't be any trouble
finding it. The path I took was moving west past two pits and south two pits
to find one of the warps. Take any warp upwards to the final floor. From this
point, it's all just walking north. Heal up your team, and touch the crystal
to begin the fight...

    Boss Fight: Tiamat ~
    =----------------=
         The great Tiamat of wind is the final fiend of the four crystals.
         Out of all magic spells, there are a few that are a must. Be sure
         to cast NulAll to prevent her magic spells from getting to you.
         Similarly, Protera should be casted to protect your team from
         devastating physical attacks. In terms of Black Magic, try to keep
         physical units pumped through using Haste and Temper to raise
         attack. A few pumped physical units will be sure to deal heavy
         damage. However, don't get complacent and leave your team
         unprotected. Surviving Tiamat relies heavily on your ability to
         counter her terribly powerful strikes. Establish a good defense
         before going all-out. With effort, Tiamat is defeated.

With the fiend out of the way, the final wind crystal will be activated to
your actions. As the crystal shimmers, your team cheers for success.
Elsewhere, yet another door will crack open revealing an open doorway...
Read the Soul Of Chaos section for it. With that, there is one final dungeon
ahead of us. Step onto the warp behind the crystal to warp out.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            5.9. Final Chaos ---------------------------- [5900]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                 "Pull the trigger and the nightmare stops."


If you might remember correctly, the little observation window in the Flying
Fortress had shown you where the four elements were converging. They all met
north of Cornelia in the Chaos Shrine. That was the location where you
fought Garland at the very beginning of the game. Before we get over there
however, we need to pick up a very special weapon. Remember the Adamantite
you found before? We'll be putting that to use.

Get out of the desert back to your Airship. Our first stop before the Chaos
Shrine is Mount Duergar. That's near the area where you blew a hole to form
a canal in the water. That's way back southwest so get moving. Use your world
map to find your way to it. Enter the cave and go west. The room we're looking
for is somewhere along the north wall. You can tell whether or not you're in
the correct room as a blacksmith is working around. Talk to Smyth.

Your party will automatically place the Adamantite on the table. Smyth will
be awed instantly. With his terribly annoying accent, Smyth will offer to make
you an amazing blade. Wait a while as he slowly forges the new sword. Pick up
the Excalibur: The finest sword you'll ever wield. With that done, leave
Mount Duergar. If there is anything else around you'd like to purchase before
the final dungeon, there wouldn't be a better time. When ready, fly over to
Cornelia and heal up at the Inn.

Hopefully, you remember where the Chaos Shrine is. However, it's been a
while so it wouldn't be too surprising if you forgot. The dungeon itself is
north of Cornelia. Check your world map to see. Fly up there where the fat
dungeon resides. Get out and enter.

                        __________________________
                   ---=|   Chaos Shrine (Final)   |=---
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The first room of the Chaos Shrine looks just like we remember. The first
floor has nothing really dangerous, but as you progress through the dungeon,
a whole bunch of tough enemies will make their appearance. The Chaos Shrine
offers the largest selection of monsters out of any other area in all of this
world. Without a doubt, there are a few to watch out for.

While fighting through the Chaos Shrine, keep an eye out for Green Dragons,
Red Dragons, Water Elementals, Vampire Lords, and Death Knights. Also, the
four fiends will make their second appearance ALL in this dungeon. Without
Inns to stop at, keeping your party in tip-top shape may be a toughie. Anyhow,
to start off, go due north. There's a door there leading into a room with a
crystal. Walk up to it and your party will focus the light of the crystals on
the black crystal.

Take one step forward, and you'll be warped backwards in time a full 2000
years! There will be a small time warp behind you as you enter the true Chaos
Shrine. If at any time you need to leave, this is where you'll want to go.
With that, walk south and exit the room. The first floor of the Chaos Shrine
is very linear. There are four staircases in the area. However, the one we're
looking for is the staircase in the southeastern corner. Walk your team over
there and head to the second floor.

From here, you'll want to walk east where a silvery staircase awaits. On the
third floor, you start off in the northwestern corner. From there, head south
until your party hits the southwestern wall. Then turn east and follow the
pillars as they twist north toward the center of the room. The pillars will
lead to a door. As soon as enter however, watch out as a scripted Death Eye
fight will occur. The Death Eye is pretty much a knock off the Evil Eye you
fought in the past.

There are two chests in this room. Pick up a Dry Ether and and Elixir. With
that, head to the center of this small room where a stone slab is placed.
Examine it and your party will play the Lute you received a long time ago.
Suddenly, the slab will disappear and a ladder will appear stretching down
into the abyss. Well, no where else to go but down.

Now back on the second floor, exit the room. Head west and then north toward
the northwestern corner of the room. The stairs will lead you back to the
first floor in a secluded location. Start off by moving west. Move all the way
to the northwestern corner of this room to find another set of stairs.
Descending will bring you to the basement floor. The path will lead north.
Follow along until you reach the north end. Then head east. Pass the first
fork leading south (lined with pillars).

At the northeastern corner, begin to move south (this is getting repetitive).
Finally, your party will come across a door. It's completely empty so there's
no need to explore it. However, go to the southeastern corner instead. Heal
up your party, and walk into the stairs. Suddenly, your party is pushed
forward into battle! You are fighting the first fiend, Lich. I'm sure most of
you remember his incredible fatness. Lich is still up to his old antics so
beware. Take advantage of his Fire weakness and watch out for his newfound
spell, Flare. If you need to, cast Protera and NulAll to help protect your
team.

Once Lich is defeated, the stairway will be clear. Unless you want to fight
Lich again, don't step back. Even if you wanted the EXP or Gil, there is no
need to as Lich provides only a measly 2000 EXP and 1 Gil. Descend the stairs
to the next basement floor. As you enter B2, you should notice the other
stairs to your immediate east. However, a wall stands between you and the
staircase. There are some chests on this floor so get ready for some treasure
hunting.

Leave the small room and head west. At the pillars, begin to move north.
If you look carefully, you should see a door. The wall's color scheme makes
it a bit difficult to see though. Go through and head east. Watch the bottom
wall for another doorway. When you see it, exit. Go south a bit and then east
to find the staircase leading down that we saw at the beginning. Instead of
using it though, head south from it.

There are two rooms here. In the west room (Haha, sounds like 'restroom.'),
enter to find a Protect Ring. Head south from that single chest to the
southwestern corner. A door can be located there. Follow it out through the
hallway. Keep moving as it twists east too. The path will then lead you to a
hidden room. Inside is a Sasuke's Blade. From here, just backtrack to the
Protect Ring room and then back out. With the west room cleared, go into the
east room.

More chests are here. Steal a Protect Cloak along with some other thing south
and east. Follow this long pathway to another door leading to ANOTHER door.
There is one chest there. This better be good. Open it to find a... Megalixir!
You better save that for before the final fight. Leave the room and backtrack
all the way to the stairs leading into the next basement floor. I assume you
remember how to get back. But before you leave, heal up as Maralith will
terrorize you!

Maralith is still as strong as ever. Capable of casting Firaga, NulBlaze is a
strong recommendation here. Likewise, keep your party protected with Protera.
If you didn't waste all your MP fighting the dungeon monsters, use your Black
Wizard to cast Temper and Haste on your main fighters. As always, a fully
Tempered and Hasted Knight deals incredible damage. Keep Maralith pounded and
she'll fall in a fiery death. Once again, do not take a step back unless you
want to fight Maralith one more time. The next floor awaits.

This next floor can be a difficulty to navigate through. Basically, your
target is the southeastern corner. Keep in mind that you start off in the
northwestern corner. Start your trek by going through the door immediately.
You'll find yourself in a small room with no redeeming value. There's another
door which you should exit from. Head southeast past the row of pillars and
go as far east to find a door.

Go through that door and follow the room to the south end. Exit that room
and begin heading north. There's a door there that looks as if it's connected
to that room you just waltzed through. Open it and follow the room west where
another door will lead you back out south. Keep moving southward past the
little area of blocks. Hit the south wall and move east. Heal up your team
once more as Kraken is about to make his appearance.

Kraken still looks the same as always. Being the fat, blubberish creature he
is, expect him to attack last. The first turn should be spent casting Protera
on your team along with Hasting and Tempering physical units. Pound Kraken
with attacks before he deals too much damage. Use your White Wizard to keep
your party healed up and in tip-top shape. Watch out for Kraken's incredibly
damaging strikes. Kill him off to clear the way to the next staircase. There's
nothing else to do but continue now.

The floor before the final fight is a tough one indeed ending in (you might
have saw it coming) a re-done fight with Tiamat. Before we actually head for
the stairs, you'll want to pick up the Masamune From the stairs, go due south.
The path will turn a bit to reveal a fork. Continue to head south. When you
hit the wall, head east and then south. Immediately, you have the option of
going east again. Advance in that direction.

Hit the south path and hug the south wall as you move east. The path will
begin to zig-zag. Follow it east again to eventually walk to a room containing
a single treasure chest. Open it for the Masamune. This katana is even more
powerful than the Excalibur. Equip it immediately. Now it's time to head back
to the entrance stairs. Backtrack back to the entrance stairs.

From the entrance, it's really pretty easy to find Tiamat. Head south as if
you were going for the Masamune again. Instead of going south once you reach
the fork though, head east. The path will slowly twist north again, but head
east into the small corridor. About halfway across, you'll fight Tiamat once
more. The multi-headed dragon is still as terrifying as ever. With more HP,
she is tougher to bring down. Immediately cast Protera and the like on your
team and boost your physical units. Winning out on this battle really depends
on your party's endurance. If you lose out here, you better train harder as
Chaos is five times as hard.

With the fiend finally defeated, walk forward. You will find the actual stairs
leading to the next floor at the northeastern corner. The final floor has no
enemies. Take this time to heal up your team. Remember that Megalixir you
picked up before? Now would be a great time to use it! Walk south around the
big room in the middle. Go through the door at the south end and walk up.
Is it Garland? Yes, it's a much younger Garland and he has realized his
death 2000 years in the future. The four fiends had saved him however sending
him backwards through time. Prepare to fight... Chaos...

    Boss Fight: Chaos ~
    =---------------=
         Being the granddaddy of them all, Chaos is no pushover. He is the
         final fight. Quickly cast Protera and Hasten your physical units.
         Chaos is capable of sending high-powered magic spells as well
         including the very dangerous Blaze, Tsunami, Earthquake, and Cyclone
         spells. Use NulAll to help protect your team from these
         monstrosities along with NulBlaze, NulShock, and NulFrost. Fully
         pump up all of your physical units with Temper and Haste while your
         White Wizard protects the team through use of Healaga and Curaja
         whenever possible. Don't forget about Invisira and Protera to
         increase the protective and evasive barrier around your team. Chaos
         is resistant to nearly every single element and status ailment.
         Don't try magic spells as they will just bounce off. Instead, keep
         Chaos constantly pounded with physical strikes from your fully
         pumped physical units.

Your success is marked with a slow, painful death on Chaos's part as he slowly
dissolves into air. Finally... our quest is at last... over.

                   _______ _              _______           _
                  (_______) |            (_______)         | |
                      _   | |__  _____    _____   ____   __| |
                     | |  |  _ \| ___ |  |  ___) |  _ \ / _  |
                     | |  | | | | ____|  | |_____| | | ( (_| |
                     |_|  |_| |_|_____)  |_______)_| |_|\____|


*=============================================================================*
   +---------------------------------------------------------------------+
                              6. Soul Of Chaos                   [6000]
   +---------------------------------------------------------------------+
*=============================================================================*

A side-quest you can take throughout this game are the Soul Of Chaos dungeons
which are unlocked after defeating certain bosses within the game itself.
There are four in all. I wouldn't suggest venturing into any of them until
you are somewhat late in the game as even the bosses in the Earthgift Shrine
are difficult.

The first thing to understand before reading through this section is that each
dungeon is randomized in floor selection, item prizes, and bosses. If you
visit a dungeon once, it might be completely different other times. However,
each dungeon does have a layout that is followed every time. Depending on what
floor the listed area is at, it might have a different amount of chests.
Without saying, you will have to go through each dungeon multiple times to
fully "clear" it.

Understandably, this took me a long time to fully gather so I hope you
appreciate my efforts. =P

I'd also suggest you look at some of the maps on GameFAQs. I can't depict
everything through text. Mikaga and some others have some great works there.
Also, be sure to take a look at TFergusson's detailed analysis of these
dungeons in his in-depth guide. Those sources will prove to be a great asset.
If you have any more questions, email me or post on the message board for
this game on GameFAQs.

         NOTE: Due to the vast size of these dungeons, I can't guarantee that
               you'll find every single floor listed. If I missed any, please
               contact me. If you don't see a floor that you need, just go
               on by yourself.

   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            6.1. Earthgift Shrine --------------------------- [6100]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                       "We are the corps of corpses."


The Earthgift Shrine is unlocked once you defeat Lich and activate the yellow
crystal. The dungeon entrance can be found on the way from Cornelia to the
Chaos Shrine. Once the Lich statue is cleared out of the way (after defeating
him of course), you will have access to the dungeon. This dungeon has five
floors and four possible bosses.

  +----------------------------------------------------------------------+
  |                       P O S S I B L E   I T E M S                    |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B1   | Hi-Potion, Spider's Silk, White Curtain, Remedy             |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B2   | Vampire Fang, Blue Curtain, White Fang, Kenpogi             |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B3   | Potion, Speed Drink, Protect Drink, Black Cowl              |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B4   | Ether, Red Fang, Silver Apple, Elven Cloak                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B5   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+

    Desert ~
    =----=
         Description: This floor presents itself as giant desert. If you walk
         around a bit, your character will never find an end as the actual
         area "loops" itself if you walk off the map. To find the exit which
         is a staircase leading down, you'll have to find the center of the
         area. This may be difficult as you can spawn in a random area. Use
         the groups of palm trees to help you out. Find the oasis and you'll
         find the exit out of this floor. From the oasis, collect as many
         treasures as you can.

         Possible Chest Amount
         ---------------------
              If B1 or B2 = Up to 2 chests
              If B3 = Up to 3 chests
              If B4 = Up to 4 chests

         Chest Location
         --------------
              1. In the middle of a group of six palm trees north of the
                 exit.
              2. In the middle of a group of three palm trees south of the
                 exit.
              3. Right by a single palm tree southwest of the exit.
              4. In the area of three trees in a grassy area east of the
                 exit.

    Cave #1 ~
    =-----=
         Description: This cave area is one of two different cave areas you
         will go through. There is one path and the area is fairly linear.
         You'll also be walking through two chests that are side by side.
         Indeed, this is one of the easier floors. The exit as at the end of
         the pathway through the cave.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 2 chests

         Chest Location
         --------------
              1. You'll find it while walking along. There's one on the left.
              2. You'll find it while walking along. There's one of the
                 right.

    Cave #2 ~
    =-----=
         Description: This cave area differs from Cave #1 as it holds a
         maximum of 3 chests as opposed to 2. As soon as you enter, walk
         forward and two paths will jut out in opposite directions. This is
         the key difference you should look out for.

         Possible Chest Amount
         ---------------------
              If B1 or B2 = Up to 2 chests
              If B3 or B4 = Up to 3 chests

         Chest Location
         --------------
              1. At the end of the right path jutting out from the main
                 path.
              2. At the end of the left path jutting out from the main
                 path.
              3. At the intersection of the paths of which the left leads
                 to the exit.

    Forest ~
    =----=
         Description: This maze-like dungeon is placed in a purple-tinted
         forest. Noticeably at the beginning, soldiers will block your path.
         Touching them will initiate a battle. Defeat the monsters and the
         soldier will be gone. The exit itself is viewable once you enter the
         area, but you'll need to transcend through the forest maze in order
         to reach it.

         Possible Chest Amount
         ---------------------
              If B1 or B2 = Up to 2 chests
              If B3 = Up to 3 chests
              If B4 = Up to 4 chests

         Chest Location
         --------------
              1. At the southwest part of the forest south of the starting
                 position.
              2. At the northwest corner of the forest.
              3. At the northeast corner of the forest.
              4. At the upper fork of a path leading inward.

Once you clear all four floors, you'll appear on B5 with a choice of four
possible bosses. Although there appear to be only two doors, walk behind
either of those rooms to find another pair of rooms behind. The four bosses
are Echidna, Cerberus, 2-Headed Dragon, and Ahriman arranged in this fashion.


           +-----------------+              +-----------------+
           | 2-Headed Dragon |              |     Ahriman     |
           +-----------------+              +-----------------+
                   |                                  |
                   ^                                  ^
           +-----------------+              +-----------------+
           |    Cerberus     |              |     Echidna     |
           +-----------------+              +-----------------+
                   |                                  |
                   `------<------------------->-------'
                                    |
                                    |
                                ENTRANCE

They are all difficult so try to be fairly leveled up with good equipment
before taking a knock at them.

    Boss Fight: Echidna ~
    =-----------------=
         Protect Rings are strongly recommended for this fight due to
         Echidna's Death castings. Earthquake and Death are the two spells
         you'll want to watch out for. If you can avoid Earthquake as
         best as possible (which is a bit difficult considering that Echidna
         uses it almost every other turn), you should be able to beat him
         out. Invisira can help too as it increases evasion enough to avoid
         an Earthquake or Death attack. Don't bother with magic attacks. Just
         hit your attacking units with Temper and Haste. Just keep attacking
         with physical attacks.

    Boss Fight: Cerberus ~
    =------------------=
         Cerberus casts Thunderbolt very often. That really seems to be its
         only main attack (not including his regular attack). Of course, put
         up a NulShock barrier immediately to shave off some damage. Once you
         get up a Protera and NulShock barrier, begin to pump up your main
         attackers by using Temper and Haste. With an effective border up,
         Cerberus's Thunderbolt attacks will be weakened. Don't bother with
         magic. Just attack and keep your team healed.

    Boss Fight: 2-Headed Dragon ~
    =-------------------------=
         The 2-Headed Dragon is by far the easiest boss in Earthgift Shrine.
         Even so, this dragon fiend can still be a challenge if you aren't
         leveled high enough. The 2-Headed Dragon's main weakness is the fact
         that he only has one main advantage: physical strength. Therefore,
         if you up your evade enough so that the 2-Headed Dragon will miss
         every turn, the battle is yours. To help lessen damage, considering
         slowing him down to lower his physical damage extensively with the
         spell, Slowra. The beginning of the battle is usually the hardest
         part, but if you're level is high enough past 35, then you should be
         fine.

    Boss Fight: Ahriman ~
    =-----------------=
         This one-eyed freak is as ugly as he is tough. You'll definitely be
         annoyed by Ahriman's constant use of Earthquake--killing instantly.
         If you can get past the Earthquake, you should be, for the most part,
         fine. However, Blaze still does freakishly large amounts of damage
         so make a NulBlaze is put up. Occasionally, Ahriman will physically
         attack which isn't too powerful. However, do make sure that you have
         Protera up along with Invisira to help make avoiding the Ahriman's
         attacks must easier. While your magic casters are busy with that,
         cast Temper and Haste on your physical to double and triple the
         damage dealt to Ahriman. If you keep your defenses up, he will go
         down. (Also, the chest next to the Ahriman contains a Megalixir.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            6.2. Hellfire Chasm ----------------------------- [6200]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


          "Count bodies like sheep to the rhythm on the war drums."


The Hellfire Chasm is unlocked once you defeat Maralith and activate the
red crystal. The dungeon can be found by the Dragon Caves. It's the lower
cave on the Dragon Caves island that has a tinge of blue-green on it. Once
the Maralith statue is cleared out of the way (after defeating her of course),
you will have access to the dungeon. This dungeon has ten floors and four
possible bosses. You fight two for each pass--one on the fifth floor and one
on the tenth. The floors are of course, randomized. However, each floor will
appear once and only once.

  +----------------------------------------------------------------------+
  |                       P O S S I B L E   I T E M S                    |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B1   | Remedy, Cockatrice Claw, Hermes' Shoes, Speed Plus, Stamina |
  |        | Plus                                                        |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B2   | Echo Grass, Hi-Potion, X-Potion, Blue Fang, Bard's Tunic    |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B3   | Red Fang, Phoenix Down, Stamina Plus, Mind Plus, Sage's     |
  |        | Surplice                                                    |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B4   | 700 Gil, Giant's Tonic, Eye Drops, Turbo Ether, Silver      |
  |        | Apple                                                       |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B5   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B6   | Blue Curtain, Red Fang, Strength Tonic, Thief's Gloves,     |
  |        | Luck Plus                                                   |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B7   | Hi-Potion, Faerie's Tonic, 150 Gil, Hermes' Shoes, Twist    |
  |        | Headband                                                    |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B8   | Blue Curtain, White Curtain, Power Plus, Sage's Mitre, 250  |
  |        | Gil                                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B9   | Giant's Tonic, Ether, War Hammer, Som Drop, Emergency Exit  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B10   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+

    Heat Maze ~
    =-------=
         Description: Lots of lava here. The path at the beginning has lava,
         but a little bit of walking down should reveal a door leading into
         a giant, lava-less room. However, the room is basically a big
         maze. Getting around can be very frustrating. The exit is easy to
         reach, but you'll probably want the treasures to. Along the southern
         wall of the maze, you should find a door leading to a staircase.
         That's it.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 = Up to 3 chests

         Chest Location
         --------------
              1. Walk to very north end of room and coast westward along the
                 the path. When you hit the wall, head south and move east
                 into the pathway. When you hit the fork, take the upper one
                 leading east. The chest can be found in a dead end.
              2. Northwest of first chest.
              3. Just below the second chest.
              4. Go back to the fork and take the lower one. The chest can
                 be found at the other end.
              5. Right of the fourth chest.

    Lava Path #1 ~
    =----------=
         Description: There's a lot of lava here, but only two chests! This
         really is not a great floor considering the lack of treasure. The
         charred rocks scattered around will block your path often. While a
         treasure chest might look like it's right there, look down as a rock
         might be blocking you. Remember to watch your health as the lava
         really wreaks havoc. To get to the exit, try to go as far north as
         possible and then head as far west as possible. Head south until you
         see a little pathway created by the rocks leading west. The
         staircase is there.

         Possible Chest Amount
         ---------------------
              If B1 to B9 = Up to 2 chests

         Chest Location
         --------------
              1. In the center of the area is a very short pathway leading to
                 a dead end and a chest.
              2. In the northeast corner is another chest. You'll have to
                 walk around the rocks to reach it.

    Lava Path #2 ~
    =----------=
         Description: It's kind of difficult to distinguish this level from
         the other lava levels. However, when you do reach it, know that all
         treasures can be found in the very northeastern-most room. To find
         the exit, just get to the somewhat eastern part of the area (I'm
         not talking about the treasure room) and scan the left wall for a
         pathway leading to the staircase.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 = Up to 3 chests

         Chest Location
         --------------
              1. Move to the east portion of this area. Head as far south as
                 humanly possible and then walk to the east. Just follow the
                 path as it twists toward the north. The chest is inside
                 that room.
              2. Read above.
              3. Read above.

    Lava Path #3 ~
    =----------=
         Description: Oh noes! Not more lava!! From the entrance, you have
         three possible ways to go. If you don't care about the treasure,
         then you can just head west and follow the path along the outskirts
         of the level. If you move in a clockwise pattern, you should
         eventually find the exit. However, who doesn't want to pick up the
         loot?

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 = Up to 3 chests

         Chest Location
         --------------
              1. The south path from the entrance. Just follow it to find
                 it.
              2. North of the first chest. Take the path.
              3. At the east end of the area. Take the path to it.
              4. West of the starting position on the way to the exit.

    Fiery Ruins ~
    =---------=
         Description: This level bears a strong resemblance to the Sunken
         Shrine dungeon bar the fact that it's red. Bats are flying around
         everywhere spastically and you're in the northeastern corner. As
         long as you step on the red tiles, you take damage. However, there
         are gray tilings around that you won't get burned on. Use these to
         plan your next moves. To get to the exit, just head all the way
         south from the entrance area until you hit the south end. Then head
         east and north. Follow the path to eventually find the exit.

         Possible Chest Amount
         ---------------------
              If B1 or B2 = Up to 2 chests
              If B3 to B6 = Up to 3 chests
              If B7 to B9 = Up to 4 chests

         Chest Location
         --------------
              1. From the start, head south and then west. The room there
                 contains two chests.
              2. Read above.
              3. From that room, leave and head west and north. The room
                 there contains two chests.
              4. Read above.

    Cavern ~
    =----=
         Description: This is a pretty easy area to navigate through. The
         path is very linear with exception to two loops, which basically
         go to the same place anyway. The exit is to the extreme south. You
         usually begin around the north or middle area of the cavern.

         Possible Chest Amount
         ---------------------
              If B1 to B2 = Up to 2 chests
              If B3 to B9 = Up to 3 chests

         Chest Location
         --------------
              1. The very western-most portion of the area (north end) holds
                 a chest at a dead end.
              2. Somewhere down the middle of the area. It's along the path
                 to the exit.
              3. A little way north of the exit.

    Authorized Personnel Only ~
    =-----------------------=
         Description: This is a weird place. You have these guys walking
         around with no general purpose. Basically, all they really talk
         about is you trespassing on their land and calling you a bad, bad
         adventurer. Hmm. Anyhow, you'll find the exit on the east side
         toward the northern end. Also, there are no random encounters unless
         you step on the sparkly stuff on the ground. Whee!

         Possible Chest Amount
         ---------------------
              If B1 or B2 = Up to 2 chests
              If B3 to B6 = Up to 3 chests
              If B7 to B9 = Up to 4 chests

         Chest Location
         --------------
              1. In a little niche blocked off by sparkly ground (monsters).
              2. West end of the area.
              3. Southeast portion of the map. A lot of people are standing
                 around there.
              4. A bit north of first chest in a room. You'll find a chest
                 there.

    Overworld ~
    =-------=
         Description: Yes, this is pretty extreme. One of the levels is
         actually a giant area resembling the overworld. There are three
         different variations, and each one has a ship, an airship, and a
         pirate by the name of Thule. Crazy, I know. One last note, you can
         _run_ in this overworld like you might do in dungeons. Give it a
         try.

         Possible Chest Amount
         ---------------------
              If B1 to B2 = Up to 2 chests
              If B3 to B6 = Up to 3 chests
              If B7 to B8 = Up to 4 chests
              If B9 = Up to 5 chests

         The first variation starts you off in a forest with a blue patch to
         your south. The ship is pretty easy to get as all you have to do is
         walk southeast. You'll find the ship safely docked. Now, you can
         either take the ship, or find the airship by talking to Thule. It
         doesn't matter which way you choose, but collecting the treasures
         will be much easier with the airship. Thule is located at the very
         south end of this area. You'll cross a desert on your way to meet
         him. He'll tell you to find the airship at an oasis. The oasis is
         at the north end of this world in the middle. Just examine the palm
         tree and the Hellfire Chasm airship is yours. You'll find the exit
         on the island east of the airship.

         Chest Location
         --------------
              1. East of the airship location on a moon-shaped island.
              2. Southeast of the airship location in a thick forest.
              3. South of where you originally found the ship.
              4. West of the third chest. Canoe is required.
              5. Southeastern-most island. Directly east from Thule.

         The second variation begins with you standing in the northwestern
         portion of the world. To get the ship, you have to walk south through
         a canyon. When you reach the patch of sand, head west to find the
         ship. Use it to sail southeast past a fully forested island and
         around a peninsula with rivers on it. The island immediately past
         that holds Thule. Talk to him and he'll mention an airship and an
         oasis. To get to the oasis, sail south so you appear at the north
         end of the overworld. Find the dock and get off. Then move east past
         a mountain range into the oasis. Examine the palm tree to get the
         airship. The exit is just west of the airship's location.

         Chest Location
         --------------
              1. On the same island as Thule.
              2. At the desert patch east of the ship, head northeast to find
                 a chest.
              3. A little way north of Thule's island.
              4. Above Thule's island is a dock. Directly east of this dock
                 over some water is a chest.
              5. West of the exit near the foot of a mountain is a chest.

         The third variation involves a continent with mostly rivers and
         water. Begin by moving southeast into a river. Then head south to
         find a ship. See the dock to your right? Head north past that to
         find Thule. Then head back south and move southeast. Sail under
         the bridge and dock. Get off and begin heading southeast along the
         river until you reach the oasis. Examine the tree to get the
         airship. The exit is directly north of the oasis.

         Chest Location
         --------------
              1. Southeast from your starting point by the lake.
              2. Head northeast from the ship's starting location.
              3. This chest is on Thule's island.
              4. The southeastern peninsula south of the mountain range.
              5. Directly north of Thule.

On B5 is the first boss fight area of the Hellfire Chasm. You have the option
of fighting either Scarmiglione or Cagnazzo. The two rooms are arranged like
this.

              ,------------------.
              |                  |
              |         +-----------------+
              ^         |  Scarmiglione   |
              |         +-----------------+
              |
              |
              `----------------<------ ENTRANCE
              |
              |
              |         +-----------------+
              V         |     Cagnazzo    |
              |         +-----------------+
              |                  |
              `------------------'

Both are difficult and require good levels. Scarmiglione has two forms so if
you want a quicker battle, take Cagnazzo first.

    Boss Fight: Cagnazzo ~
    =------------------=
         Cagnazzo is a weird-looking freak that really owns with his Tsunami
         attack. It deals heavy damage, so just hope that Cagnazzo does not
         use it. Cagnazzo can also cast Haste on himself, which makes his
         physical force stronger. However, with a good Protera and Invisira
         barrier, you should be all but threatened by his physical strikes.
         Being a water-based boss, lightning attacks will deal heavy damage.
         If you manage to Temper and Haste your fighters, have your Black
         Wizard cast Thundaga every turn while your White Wizard keeps the
         team healed up. Cagnazzo will fall after a bit.

    Boss Fight: Scarmiglione ~
    =----------------------=
         Scarmiglione's not only looks weak, but it is weak! Put up NulShock
         and Protera beforehand. The first form can use Thunder and
         Scarmiglione will use it pretty often. Just put down all of his
         4000 HP and he'll transform. The second form looks much weirder,
         and is much more powerful. The second form's main problem is his
         constant use of Poison Gas. Really, you'll be annoyed with this.
         Just put up a Protera barrier anyway. Make sure you have some
         Poisonas in case your characters get poisoned. However, it's not
         just the poison possibility. The attack itself deals heavy damage
         to your team. Temper and Hasten your fighters, while your White
         Mage gets busy curing and clearing out poison. Firaga and Diaga
         might prove to be useful.

On B10 or the final floor area of the Hellfire Chasm, you have the option of
fighting Barbariccia or Rubicante--the two final bosses of the Hellfire Chasm.
You can only fight one with each pass, so take your pick. The actual path in
is a bit twisted, but you get the story.


              ,---------------------------.
              |                           |
              |                   ,---->--.
              |                   |       |
              |                   `.      |
              V                     `.    |
              |                       `.  |
              |                     ,--'  |
              | +-----------------+ |     |   +-----------------+
              | |    Rubicante    | |     |   |   Barbariccia   |
              | +-----------------+ |     |   +-----------------+
              |           |         ^     |           |
              |           ^         |     |           |
              |           |         |     `----->-----'
              `-----------'         |
                                    |
                                 ENTRANCE

Rubicante has more HP, but Barbariccia is the overall tougher opponent. Choose
wisely.

    Rubicante ~
    =-------=
         Rubicante has a lot of HP so it might take awhile to bring it down.
         His fire spells are dangerous, but a NulBlaze can help nullify some
         of that damage. Likewise, put up a Protera barrier along with
         Invisira to make hitting you a lot harder. While your defenses are
         up, begin to cast Temper and Haste on your fighting units. It's
         pretty simple from this point on. However, if your level leaves you
         something more to be desired, you might have some trouble taking
         Rubicante down.

    Barbariccia ~
    =---------=
         Barbariccia has a lot of tricks up her sleeve. Most of her
         techniques are very high-powered magic spells capable of dealing
         300+ damage! Therefore, I'd definitely suggest Protera along with
         NulAll. Also, Barbariccia has an annoying Ray attack that
         automatically turns one of your characters into stone. This battle
         will probably require a lot healing. Just pump your fighters with
         Haste and Temper to make their attacks more damaging. If you can
         give more than you take, the battle is yours. A fully Tempered +
         Hastened Knight can easily deal 1000+ damage with each turn.

   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            6.3. Lifespring Grotto -------------------------- [6300]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                      "This is the last night in my body."


Okay, so you knocked down the Earthgift Shrine and Hellfire Chasm only to find
yourself at the doorstep of Lifespring Grotto. Unless of course you decided
to skip the other two and just come here. Who knows? You might have just
stepped here accidentally...

The Lifespring Grotto can be found by sailing a ship into the whirlpool near
the destroyed canal and Mt. Duergar. Compared to the other two, the difficulty
mounts. Many consider the boss fights here to be the hardest in the game!
There are four bosses in all with a fight on the 5th floor, 10th floor, and
one of two bosses on the 20th floor. Know that although there are set floor
layouts, the order that they appear in is random, bar the boss floors.

  +----------------------------------------------------------------------+
  |                       P O S S I B L E   I T E M S                    |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B1   | 200 Gil, Echo Grass, Phoenix Down, Dry Ether, Hi-Potion,    |
  |        | Dry Ether, Red Curtain, Hermes' Shoes, Mind Plus, Feathered |
  |        | Cap                                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B2   | X-Potion, Giant's Tonic, Ether, Eye Drops, 400 Gil, Mind    |
  |        | Plus, White Fang, Genji Shield, Golden Apple, Lunar Curtain |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B3   | Tiger Mask, Speed Plus, Spider's Silk, Potion, 3000 Gil,    |
  |        | Remedy, Soma Drop, Elixir, White Curtain, Light Curtain     |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B4   | Speed Drink, Strength Tonic, Red Fang, Hi-Potion, Ether,    |
  |        | Emergency Exit, Dry Ether, Phoenix Down, Hermes' Shoes,     |
  |        | Power Plus                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B5   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B6   | Emergency Exit, 123 Gil, Blue Fang, Faerie Tonic,           |
  |        | Cockatrice Claw, Luck Plus, Elixir, Giant's Tonic, Silver   |
  |        | Apple, Crystal Ring                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B7   | Protect Drink, Vampire Fang, Phoenix Down, Golden Apple,    |
  |        | Spider's Silk, Speed Plus, 32000 Gil, Strength Tonic,       |
  |        | X-Potion, Megalixir                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B8   | Speed Drink, 300 Gil, Hermes' Shoes, Light Curtain, Turbo   |
  |        | Ether, Stamina Plus, Remedy, Mind Plus, Silver Apple, 4464  |
  |        | Gil                                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B9   | Hermes' Shoes, Faerie Tonic, Silver Apple, X-Potion, Blue   |
  |        | Curtain, Eye Drops, Power Plus, Deathbringer, Protect       |
  |        | Drink, Elixir                                               |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B10   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B11   | White Fang, Silver Apple, Cockatrice Claw, Protect Drink,   |
  |        | Orichalcum, Speed Plus, Strength Tonic, Soma Drop, Elixir,  |
  |        | Lunar Curtain                                               |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B12   | Ether, Mind Plus, 5000 Gil, Remedy, Light Curtain, Giant's  |
  |        | Tonic, Hermes' Shoes, Power Vest, Megalixir, X-Potion       |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B13   | Red Curtain, Power Plus, Vampire Fang, Blue Fang, Strength  |
  |        | Tonic, Turbo Ether, Stamina Plus, Elixir, Megalixir, White  |
  |        | Curtain                                                     |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B14   | Phoenix Down, Hi-Potion, Silver Apple, Faerie Tonic, Hermes'|
  |        | Shoes, Emergency Exit, Soma Drop, Mind Plus, Luck Plus,     |
  |        | Gaia Gear                                                   |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B15   | Echo Grass, Asura, Spider's Silk, Blue Curtain, Potion,     |
  |        | Power Plus, X-Potion, Speed Drink, Golden Apple, Stamina    |
  |        | Plus                                                        |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B16   | 800 Gil, Giant's Tonic, Turbo Ether, Elixir, Protect Drink, |
  |        | 40000 Gil, Kenpogi, Hermes' Shoes, Light Curtain, Speed     |
  |        | Plus                                                        |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B17   | X-Potion, Hermes' Shoes, Phoenix Down, Spider's Silk,       |
  |        | Sage's Mitre, Gigantaxe, Dry Ether, Crystal Shield, Elixir, |
  |        | Mind Plus                                                   |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B18   | Lunar Curtain, Strength Tonic, Feathered Cap, Hi-Potion,    |
  |        | Remedy, Luck Plus, Soma Drop, Faerie Tonic, Crystal Ring,   |
  |        | 14464 Gil                                                   |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B19   | Ether, Sage's Surplice, Speed Plus, Phoenix Down, Hermes'   |
  |        | Shoes, Elixir, Light Curtain, Golden Apple, Stamina Plus,   |
  |        | Power Plus                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B20   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+

    Library ~
    =-----=
         Description: Luckily for you, the Library has no random encounters.
         Nope, it's just you and the nerds hanging around. Take your time as
         there's nothing to worry about. You'll find the exit in the north-
         eastern corner. (Also, the dude right by the exit states that he
         COULD get out of your way. Funny stuff.)

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 2 chests
              If B6 to B19 = Up to 3 chests

         Chest Location
         --------------
              1. North of the starting position.
              2. Along the east wall. The shelves block it so you'll have to
                 head north and then turn around back south into the dead
                 end.
              3. Southwestern corner.

    Dancers ~
    =-----=
         Description: A somewhat strange level. It begins with two lines of
         dancers. The second and third areas are randomized which means
         different chests. And of course, it's always fun to mess up the
         dancers. However, they will get in your way, which is pretty
         annoying. Step on the warp thingy in each area to get to the next
         area. The exit is in the third and final area.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 2 chests
              If B6 to B12 = Up to 3 chests
              If B13 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. First area. Past the upper line of dancers.
              2. If second area has three huts, find it in southeast corner.
              3. If second area has one hut, find it in northeast corner.
              4. If third area has a dancer at the northwest telling you that
                 this is the walking course (you're in luck), go due south
                 from her position and follow the path until you find the
                 chest.

    Ice Cave ~
    =------=
         Description: This level is easily distinguished from the rest as
         the area is frozen and there are spikes on the ground reminiscent of
         the Cavern Of Ice. The exit can be found somewhere near the center.
         Watch out for the spikes as you lose health by stepping on them.
         However, you won't encounter any enemies while on spikes.

         Possible Chest Amount
         ---------------------
              If B1 to B3 = Up to 2 chests
              If B4 to B19 = Up to 3 chests

         Chest Location
         --------------
              1. There's a door near the northwest corner. A chest is inside
                 this room.
              2. There's a door near the southwest corner. A chest is inside
                 this room.
              3. Along the western wall is a pathway leading past a bed of
                 spikes and a chest.

    Rocky Cave ~
    =--------=
         Description: Pillars are everywhere creating a semi-maze area. You
         shouldn't have THAT much trouble navigating through the pillars. The
         exit can be along the southern wall, but the pillars make it
         so that you'll have to circle around the level along the wall just
         to reach it. Somewhere, there is a wall of pillars. It's a pretty
         painstaking task.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 3 chests
              If B6 to B12 = Up to 4 chests
              If B13 to B19 = Up to 5 chests

         Chest Location
         --------------
              1. Northwest corner of main center chamber.
              2. Somewhere along the southeast portion of the pillar wall.
              3. If you look around in the southwest corner of the area, you
                 should be able to find a door. Inside is a chest. If it
                 helps at all, you'll pass this room on your way to the exit.
              4. Same room as above.
              5. Southeast corner just before the exit.

    Sunken Shrine #1 ~
    =--------------=
         Description: You'll know if this is the right place if there are a
         lot of rooms around. The area is modeled after the Sunken Shrine
         layout. The treasures are in the various rooms, although a lot of
         them will always be empty. The exit is a bit north of the southeast
         corner near a big hole.

         Possible Chest Amount
         ---------------------
              B1 to B9 = Up to 2 chests
              B11 to B16 = Up to 3 chests
              B17 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. In one of middle rooms is a chest. Just look around the
                 center of the area for this particular room.
              2. In the northeast corner is a room containing 3 of the 4
                 possible chests here.
              3. Same room as above.
              4. Same room as above.

    Sunken Shrine #2 ~
    =--------------=
         Description: There are some rooms here, but not as many as Sunken
         Shrine #1. It's not that easy to get lost here, so don't worry about
         that. As long as you can figure out which way is east, west, south,
         and north, you should be able to locate the exit, which is in the
         southeast corner.

         Possible Chest Amount
         ---------------------
              B1 to B9 = Up to 2 chests
              B11 to B16 = Up to 3 chests
              B17 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. Along the northern portion is a piece of floor that just
                 juts out. You'll find a chest here.
              2. Along the eastern-middle portion of the area is a room. You
                 will find a chest in here.
              3. Directly west of the second chest is another room. Another
                 chest is here.
              4. In the room right before the exit is another chest.

    Sunken Shrine #3 ~
    =--------------=
         Description: You can distinguish this room from the others as it
         has brownish walls resembling those of a cave's. There are some rooms
         where the chests are located. The exit can be reached by first,
         heading as far south as possible, then moving as far east as
         possible, and finally heading north. Easy.

         Possible Chest Amount
         ---------------------
              B1 to B8 = Up to 2 chests
              B9 to B16 = Up to 3 chests
              B17 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. Northwest corner. Usually right by the starting position.
              2. Right next to first chest.
              3. You should find a room along the southern area of the level.
                 There's a chest in here.
              4. Right next to third chest.

    Sunken Shrine #4 ~
    =--------------=
         Description: A good amount of open water is here. There are a few
         rooms around that may or may not contain treasure. The paths are
         usually broken by water so you might have some trouble getting to
         and fro. As for the exit, it's somewhere in the middle-ish area of
         the area that is closer to the south than any other direction. If
         you don't like looking for stuff yourself, tough luck.

         Possible Chest Amount
         ---------------------
              B1 to B19 = Up to 3 chests

         Chest Location
         --------------
              1. This one isn't exactly in a room, but it's closed off by
                 walls. There's no roof so you can notice it immediately.
                 Approach from west.
              2. A few steps north of the first chest. There's a room there
                 with a chest.
              3. Along the southern border is another room with of course,
                 another chest.

    Sunken Shrine #5 ~
    =--------------=
         Description: If you're lucky, you'll spawn right next to the exit.
         If not, oh well. Anyhow, you'll notice the walls are brown-ish and
         very close to the border of the pathways. There are a few rooms
         around that contain chests. The exit is in the northwest part of
         the level.

         Possible Chest Amount
         ---------------------
              B1 to B9 = Up to 2 chests
              B11 to B19 = Up to 3 chests

         Chest Location
         --------------
              1. Along the eastern-centerish part of the level is the only
                 chest not in a room.
              2. A room can be found at the southeast corner. A chest is
                 inside.
              3. A room can also be found at the southwest corner. A chest
                 is inside.

    Sunken Shrine #6 ~
    =--------------=
         Description: This Sunken Shrine floor layout is hard to distinguish
         between the others. It's a somewhat large level. There are a lot of
         rooms here, but most of them are empty. Only a few actually have
         some treasures in them. The exit can be found in the northwest
         corner.

         Possible Chest Amount
         ---------------------
              B1 to B9 = Up to 2 chests
              B11 to B16 = Up to 3 chests
              B17 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. Somewhere in the southwestern corner of the area is a room.
                 Chest is inside.
              2. Somewhere along the southern-centerish area. A crack
                 prevents you from going directly from the southwestern
                 corner to this room.
              3. Southeastern corner. Same row as the above two.
              4. Northeastern corner. Find a room with a chest inside it.

    Pillar Room (Of Doom) ~
    =-------------------=
         Description: You'll know this is the Pillar Room (Of Doom) if there
         are a lot of pillars obviously. The area has a blue-tinged floor
         and gold walls. The pillars will make getting through this area
         much more difficult than it should be. Being annoying to navigate
         through, you'll learn to dread this place like I did. The exit is
         in the northeast corner.

         Possible Chest Amount
         ---------------------
              B1 to B4 = Up to 2 chests
              B6 to B12 = Up to 3 chests
              B13 to B16 = Up to 4 chests
              B17 to B19 = Up to 5 chests

         Chest Location
         --------------
              1. Somewhat to the southeast of the level. It's sitting to the
                 right of a pillar, touching it.
              2. Somewhat to the northwest of the level. It's sitting outside
                 the room in the northwest corner.
              3. Inside the room at the southwest corner.
              4. Read above.
              5. There's a chest in the room right next to the exit. However,
                 those annoying pillars block it off so you have to approach
                 it from the south. Grr.

    Column Room ~
    =---------=
         Description: There are columns (pillars) all over the place,
         although not in such large numbers (as above). The floor is blue
         and the walls are gold. Some of the columns may impede your moving
         but you shouldn't have too much trouble. You'll find the exit at the
         southeastern corner after walking through a narrow corridor.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 2 chests
              If B6 to B12 = Up to 3 chests
              If B13 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. Northeast portion of area. The chest is by the corridor in a
                 room.
              2. The southwestern corner of the area. A part of the floor
                 just juts out. The chest is at that end.
              3. Northwest corner. The chest there is easy to get to and
                 plain in sight.
              4. Along the north wall. It has to be approached from the top
                 as pillars block you from getting it from the bottom.

    Big Roomed Room ~
    =-------------=
         Description: This area's main distinctive feature is its gigantic
         rooms. Because of the walls and pillars scattered around, you'll
         probably have to traverse through them to get to where you want to
         go. There's a chest in every big room I believe. The exit is in the
         southwestern corner which requires you to go through the room and
         exit at the corner as a pillar blocks it off.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 2 chests
              If B6 to B12 = Up to 3 chests
              If B13 to B14 = Up to 4 chests

         Chest Location
         --------------
              1. South part of the big northeast room.
              2. North part of the big southeast room. You can see the other
                 chest in the big northeast room from where the chest is
                 here.
              3. South part of the big northwest room. You'll have to cut
                 through the southwest room to get to it.
              4. North part of the big southwest room.

    Canoe Trip ~
    =--------=
         Description: This floor puts you in a canoe. What appears to be a
         village seems to be flooded at the moment. The chests are above
         water and there are no random encounters (Yay!). The exit can
         alternate, so remember to check all the houses (above water,
         obviously). The only real annoyance here is the slow speed of the
         canoe.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 3 chests
              If B6 to B19 = Up to 4 chests

         Chest Location
         --------------
              1. Southwest corner of area.
              2. In the western part of the area is a chest in the corner
                 of a wall. Approach from the north.
              3. Northeast corner of area.
              4. Somewhere along the southern part of the area is another
                 chest.

    Sky Castle ~
    =--------=
         Description: A castle in the sky... underground... Anyhow, this is
         an easy floor. A path runs down the middle that basically acts like
         a backbone to the level layout. Paths branch out leading to special
         treasures, and eventually, the exit. Find the exit by walking to the
         south end and turn east. But it isn't a staircase, but *gasp* a warp
         point!

         Possible Chest Amount
         ---------------------
              If B1 to B12 = Up to 2 chests
              If B13 to B19 = Up to 3 chests

         Chest Locations
         ---------------
              1. This chest can be found in one of the eastern areas
                 somewhere in the middle. You'll find the chest in a room.
              2. Somewhere along the west side of the backbone path (I was
                 talking about). The room there contains a chest.
              3. Just behind the room containing the second chest is a path
                 leading west to another chest.

    Dark Bahumat's Lair ~
    =-----------------=
         Description: There are absolutely no chests here. However, the
         Dragon King has a challenge for you. Talk to him (Dark Bahumat) and
         learn your objective. He'll send out his dragons and you have a set
         amount of dragons to defeat. However, all the dragons look the same
         so you'll have to take your chances. When you've defeated all the
         dragons Dark Bahumat has told you to, talk to him again. He'll let
         you proceed.

              NOTE: If you want to clear out your Bestiary, suggest fighting
              all of the dragons. You'll want to record rare dragons such as
              the Holy Dragons or Black Dragons.

         Possible Chest Amount
         ---------------------
              N/A

         Chest Location
         --------------
              N/A

    Sky Fortress ~
    =----------=
         Description: Now how did you get miles above the ground if you're
         underground? (Sometimes, I don't understand this game.) Anyhow, this
         is a strange level with some pathways that seemingly flash and
         become invisible again. Watch them for the split second they appear
         and follow the path. However, you can fall off so beware. This is
         the best room in the Lifespring Grotto as it has no random
         encounters and a set 10 chests! So while you indulge in the treasures
         around, just remember the location of the exit.

         From the entrance, which is the center platform, head north to meet
         a path split. Turn right and follow the path as it twists south. At
         the next fork, keep going south. Soon, another fork will appear.
         Take the southwest path. At the very next fork, take the southwest
         path again. Follow this long pathway to yet another split. Go north
         this time and the walkway to will begin to turn east and then south.
         At this point, you should start walking on solid ground again. Now
         just head north ignoring any branches or forks until at last, you
         reach the exit. Do this AFTER getting all the treasure.

         Possible Chest Amount
         ---------------------
              If B1 to B19 = Up to 10 chests

         Chest Location
         --------------
              1. Head south, when you hit the fork, head south again. The
                 room contains a chest.
              2. Leave the room and head north past the fork. When you reach
                 another fork, go north. Follow this rather long walkway to
                 a chest.
              3. Leave the area and fall off to get back to the center
                 platform. Go north and east. The path will twist south.
                 At the fork, go south. Then follow the path until you find
                 another fork. Take the somewhat southeast path to a solid
                 floor. The two rooms here contain chests. There's two in
                 the upper room.
              4. Same platform as above and same room.
              5. Same platform as above, but lower room.
              6. Now leave that platform and head back west. Take the
                 southwest path. Follow and head southwest at the next fork.
                 Keep following the pathway as it changes direction until you
                 get to another split. Go east. At the next fork, go east
                 again. Follow the walkway to another fork. Take the north-
                 west fork and then take the left path at the next split.
                 Chest is at room at end.
              7. Either backtrack or fall off. Keep following the same path
                 that you took for chest six until you reach the fork in
                 which you have the option of going north or east. Go north
                 to eventually find yourself on solid ground. Go north from
                 here onto the invisible path. Follow to reach another fork.
                 Go east and follow the pathway to a room with a chest.
              8. Leave the room and follow the path back to the fork. Go
                 north and take the first east path you can walk on. The
                 next room is plain in sight. Go in for a chest.
              9. Leave the room and follow the path south and east. Then go
                 south again as you touch another room. There are two chests
                 here.
              10. Same room as above.

When you hit B5, you'll have to fight Gilgamesh. His locations are usually
random, but much of the time, he'll appear in a treasure chest after a mermaid
lets you in. There's no random encounter here, so find him and kick his butt.

    Boss Fight: Gilgamesh ~
    =-------------------=
         Gilgamesh's main strength is physical power. A physical strike from
         him can deal very heavy damage. Obviously, put up a Protera barrier
         along with Invisira to avoid the full brunt of his strike. Gilgamesh
         also has a strange Excalipur (no, that's not a spelling mistake)
         attack that deals 1 HP damage and Wind Strike, a somewhat weak
         attack that affects your entire team. When you have Gilgamesh's
         attacks accounted for, just pump up your attackers with Haste and
         Temper. Note that Gilgamesh can also use Protect (although the
         Protect bubble animation doesn't entirely cover his huge girth) Go
         all-out and Gilgamesh should die. He doesn't have much HP.

Defeat Gilgamesh and a little spring-lock will release somewhere. Look around
for another room (most of the time, it's past a separate room) and enter it.
There should also be a pedestal near the exit where you have the option of
returning to the surface. However, past the door should be the staircase to
B6.

When you hit B10, you'll have to fight Atomos, the boss marking the halfway
point of your trek through the Lifespring Grotto. Simply head east from the
beginning point until you see a blue flame. By now, you should know that this
means a boss fight. Talk to it and meet Atomos.

    Boss Fight: Atomos ~
    =----------------=
         Atomos has a very annoying Wormhole attack, which automatically KOs
         one of your characters. NulBlaze would work well to protect against
         Firaga and Protera can make Atomos's already weak physical attack
         even weaker. Try to kill off Atomos as quickly as possible to avoid
         Wormhole hitting too many times. The faster you shave off his
         precious HP, the better chance you'll have of winning the battle
         without most of your team dead.

Once he's dead, go through the door he was blocking. If you want to return to
the surface, step onto the pedestal at the north end of this large room. If
you still want to continue, find the door leading to another staircase along
the western wall somewhere to B11.

When you finally reach B20, you have the option of fighting one of two bosses;
Omega or Shinryu. If you ask around, most people will tell you that these two
bosses are the absolutely hardest in all of the Soul Of Chaos dungeons. I
agree completely. Make sure you're ready for a difficult fight before taking
these mommas on.

           +-----------------+              +-----------------+
           |      Omega      |              |     Shinryu     |
           +-----------------+              +-----------------+
                   |                                  |
                   `------<------------------->-------'
                                    |
                                    |
                                    |
                                    |
                                    |
                                    |
                                    |
                                ENTRANCE

Choose wisely. Heal everyone up to full HP and get any special items that
improve stats in-battle ready.

    Boss Fight: Omega ~
    =---------------=
         Omega has a very powerful physical attack, and his defense and
         magic defense statistics are very, very high. Immediately put up a
         Protera barrier followed by an Invisira or two. These two magical
         barriers will help a lot in taking less damage. Earthquake can
         instantly KO one of your characters which is NOT good. Wave Cannon
         can also be very difficult to get by. It affects all your characters
         for heavy damage. Hope that Omega doesn't manage to KO one of your
         characters and get up a thick defensive barrier. Once you begin to
         take a lot less damage, have your White Wizard work by casting
         Healaga after every devastating attack. Your Black Wizard can either
         pump your fighters with Haste and Temper to get by Omega's heavy
         defensive stats or blast Omega with Thundaga because of his weakness
         to lightning. In fact, use Thundaga as much as possible. It will
         most likely be your main source of damage.

    Boss Fight: Shinryu ~
    =-----------------=
         Shinryu is good at killing your team very quickly. You'll want to
         get up a good defense before you have any breathing room at all.
         Get up NulAll, NulBlaze, NulShock, and NulFrost. The reason?
         Shinryu can cast Flare, Tidal Wave, Thunderbolt, and Ice Storm!
         All of these attacks are heavy-hitters. Weak units can fall in a
         single strike. Getting these barriers up without dying can be a
         challenging process. If you are in the middle of casting, don't
         forget to heal when you need to! Although even with the magical
         barriers, Shinryu can still deal very heavy damage, you should be
         able to begin buffing up your characters with Haste and Temper to
         deal some heavier damage. Shinryu's 35000 HP is hard to bring down,
         so expect this battle to take awhile. Have your White Wizard use
         Healaga after every devastating attack and your team should
         hopefully be fine for the next spell. Drain his 35000 HP to beat him
         finally.

         NOTE: Shinryu himself states that he follows Omega. However, it is
               pretty obvious that Shinryu is the stronger boss. Oh well.



   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]
            6.4. Whisperwind Cove --------------------------- [6400]
   [=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~]


                        "In a crumbling pantheon..."


The final Soul Of Chaos dungeon can be unlocked by defeating Tiamat at the
Flying Fortress. Her statue will disappear, which allows you access into the
depths of the Whisperwind Cove. The dungeon can be found a bit north of
Crescent Lake in that crazy maze of rivers. It's northeast of the Cavern of
Ice, but you need a canoe get there.

Whisperwind Cove has 40 floors, with a boss on the 10th, 20th, 30th, and 40th,
will definitely take awhile for you to get through. However, some of FF1's
strongest weapons can be found here, which makes a trip through it very, very
worthwhile. Do not pass this dungeon up.

  +----------------------------------------------------------------------+
  |                       P O S S I B L E   I T E M S                    |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B1   | Blue Fang, 2500 Gil, Tiger Mask, Spider's Silk, Golden      |
  |        | Apple, Stamina Plus, Turbo Ether, Hermes' Shoes, Protect    |
  |        | Drink, Genji Helm                                           |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B2   | Cockatrice Claw, Hermes' Shoes, Protect Drink, Spider's     |
  |        | Silk, Light Curtain, Silver Apple, Mind Plus, Giant's       |
  |        | Tonic, Strength Tonic, Elixir                               |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B3   | Soma Drop, Turbo Ether, Luck Plus, Speed Drink, Potion,     |
  |        | Phoenix Down, White Fang, Speed Plus, Remedy, Crystal Mail  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B4   | Ether, Faerie Tonic, X-Potion, Vampire Fang, 600 Gil, White |
  |        | Curtain, Spider's Silk, Dry Ether, Emergency Exit,          |
  |        | Ogrekiller                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B5   | Phoenix Down, Remedy, Hi-Potion, Stamina Plus, Blue         |
  |        | Curtain, Golden Apple, Giant's Tonic, Speed Drink, Soma     |
  |        | Drop, Dark Claymore                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B6   | 100 Gil, Eye Drops, 120 Gil, Phoenix Down, Echo Grass,      |
  |        | Power Plus, Turbo Ether, Mind Plus, Megalixir, Bard's Tunic |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B7   | Soma Drop, Red Curtain, Hi-Potion, Protect Drink, Red Fang, |
  |        | Silver Apple, Hermes' Shoes, Elixir, Speed Plus, Wizard's   |
  |        | Hat                                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B8   | Phoenix Down, Spider's Silk, Faerie Tonic, Ether, Emergency |
  |        | Exit, 2400 Gil, X-Potion, Silver Apple, Power Plus, Black   |
  |        | Cowl                                                        |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |   B9   | Stamina Plus, Eye Drops, Turbo Ether, 14000 Gil, White      |
  |        | Fang, Hermes' Shoes, Mind Plus, Soma Drop, Mind Curtain,    |
  |        | Enhancer                                                    |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B10   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B11   | Ether, Hi-Potion, Echo Grass, Protect Drink, Luck Plus,     |
  |        | Hermes' Shoes, Light Curtain, Strength Tonic, Spider's      |
  |        | Silk, Orichalcum                                            |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B12   | Eye Drops, 132 Gil, Megalixir, Hi-Potion, Spider's Silk,    |
  |        | Power Plus, Remedy, White Fang, Golden Apple, Soma Drop     |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B13   | Strength Tonic, Giant's Tonic, X-Potion, Stamina Plus, 240  |
  |        | Gil, Ether, Dry Ether, Elixir, Light Robe, Mage Masher      |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B14   | Red Fang, Turbo Ether, Emergency Exit, Speed Drink, Silver  |
  |        | Apple, Light Curtain, Speed Plus, Spider's Silk, Blue       |
  |        | Curtain, Crystal Helm                                       |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B15   | X-Potion, Cockatrice Claw, Power Plus x2, Hermes' Shoes,    |
  |        | Remedy, White Fang, Elixir, Giant's Tonic, Gigantaxe        |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B16   | Faerie Tonic, Protect Drink, Lunar Curtain, Spider's Silk,  |
  |        | Ether, X-Potion, Luck Plus, Mind Plus, Silver Apple,        |
  |        | Thief's Armlet                                              |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B17   | Red Curtain, Remedy, Speed Drink, Phoenix Down, Speed Drink,|
  |        | Vampire Fang, Soma Drop, Elixir, Elven Cloak, Assassin      |
  |        | Dagger                                                      |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B18   | Speed Plus, Blue Fang, Potion, Phoenix Down, Turbo Ether,   |
  |        | Golden Apple, Hermes' Shoes, Megalixir, X-Potion, Bard's    |
  |        | Tunic                                                       |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B19   | Soma Drop, Golden Apple, Eye Drops, 110 Gil, White Fang,    |
  |        | White Curtain, Elixir, Blue Fang, 20000 Gil, Gladius        |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B20   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B21   | Speed Plus, Speed Drink, Echo Grass, Luck Plus, Giant's     |
  |        | Tonic, Soma Drop, Hi-Potion, Dry Ether, Elixir, Red Cap     |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B22   | 560 Gil, Potion, Remedy, Mind Plus, Light Curtain, Hermes'  |
  |        | Shoes, Silver Apple, Golden Apple, Blue Curtain, Faerie     |
  |        | Tonic                                                       |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B23   | Phoenix Down, X-Potion, Protect Drink, Emergency Exit,      |
  |        | Strength Tonic, Soma Drop, Stamina Plus, Phoenix Down,      |
  |        | Wizard's Hat, Crystal Gloves                                |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B24   | Hi-Potion, Cockatrice Claw, Mind Plus, Lunar Curtain,       |
  |        | Spider's Silk, Speed Drink, Golden Apple, Power Plus,       |
  |        | Remedy, Braveheart                                          |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B25   | 6300 Gil, Potion, Turbo Ether, Power Plus, Soma Drop,       |
  |        | Vampire Fang, Phoenix Down, Hi-Potion, Elixir, Genji Armor  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B26   | White Fang, Eye Drops, Elixir, Speed Drink, Emergency Exit, |
  |        | X-Potion, Giant's Tonic, Light Curtain, Hermes' Shoes,      |
  |        | Sage's Staff                                                |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B27   | 2600 Gil, Stamina Plus, Strength Tonic, White Curtain, Blue |
  |        | Curtain, Hi-Potion, Mind Plus, Elixir, Soma Drop, Crystal   |
  |        | Shield                                                      |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B28   | Faerie Tonic, Golden Apple, Megalixir, Spider's Silk, Ether,|
  |        | Remedy, Hermes' Shoes, Giant's Tonic, Luck Plus, Kotetsu    |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B29   | X-Potion, Phoenix Down, Echo Grass, Protect Drink, Hermes'  |
  |        | Shoes, Dry Ether, Speed Drink, Red Fang, Elixir, Black Garb |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B30   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B31   | Turbo Ether, Golden Apple, Lunar Curtain, Power Plus,       |
  |        | Remedy, White Fang, Emergency Exit, Elixir, Kenpogi,        |
  |        | Ogrekiller                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B32   | Soma Drop, Hi-Potion, 63000 Gil, Faerie Tonic, Speed Drink, |
  |        | Phoenix Down, Blue Curtain, Speed Plus, Elixir, Red Jacket  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B33   | Giant's Tonic, Light Curtain, Phoenix Down, Mind Plus, Red  |
  |        | Curtain, X-Potion, Hermes' Shoes, Turbo Ether, Emergency    |
  |        | Exit, Angel's Ring                                          |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B34   | Elixir, 120 Gil, Stamina Plus, Cockatrice Claw, Ether,      |
  |        | Strength Tonic, 23000 Gil, X-Potion, Golden Apple, Rune     |
  |        | Axe                                                         |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B35   | Soma Drop, Silver Apple, Hermes' Shoes, Luck Plus, Blue     |
  |        | Curtain, Speed Plus, Megalixir, Blue Fang, Black Garb,      |
  |        | Zephyr Cape                                                 |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B36   | Eye Drops, 26464 Gil, Hi-Potion, Dry Ether, Phoenix Down,   |
  |        | Giant's Tonic, X-Potion, Elixir, Sage's Mitre, Viking Axe   |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B37   | Potion, Power Plus, Speed Drink, Ether, Phoenix Down, Ether,|
  |        | Elixir, Mind Plus, Soma Drop, Gladius                       |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B38   | White Fang, Emergency Exit, Speed Plus, Echo Grass, Dry     |
  |        | Ether, Silver Apple, X-Potion, Cockatrice Claw, Megalixir,  |
  |        | Duel Rapier                                                 |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B39   | Soma Drop, Megalixir, Giant's Tonic, Faerie Tonic, Remedy,  |
  |        | Golden Apple, Light Curtain, Phoenix Down, Asura,           |
  |        | Kikuichimonji                                               |
  |        |                                                             |
  +--------+-------------------------------------------------------------+
  |        |                                                             |
  |  B40   | BOSS LEVEL                                                  |
  |        |                                                             |
  +--------+-------------------------------------------------------------+

    Marsh Cave #1 ~
    =-----------=
         Description: In this cave are a bunch of a pillars standing around.
         They won't get in your way too much, so don't fret about them.
         There are two rooms directly opposite each other at the northeast
         and southwest corners. You'll find the majority of the treasure here
         in those two rooms. The exit is around the western area. You'll have
         to look for it.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 3 chests
              If B9 to B16 = Up to 4 chests
              If B17 to B24 = Up to 5 chests
              If B25 to B39 = Up to 6 chests

         Chest Location
         --------------
              1. Southwestern room. Two chests are inside.
              2. Read above.
              3. Northeastern room. Two chests are inside.
              4. Read above.
              5. A little bit northeast of the northeastern room at the very
                 corner.
              6. East of the exit. Search around for it along the north edge.

    Marsh Cave #2 ~
    =-----------=
         Description: This area is gigantic and can be a major pain to get
         through. If you really don't care about the items, I would suggest
         just moving as far northwest as possible to get out of this level
         as quickly as possible. The exit is at the far northwest corner. A
         lot of walking is involved.

         Possible Chest Amount
         ---------------------
              If B1 to B2 = Up to 2 chests
              If B3 to B4 = Up to 3 chests
              If B5 = 0 chests
              If B6 = Up to 3 chests
              If B7 to B8 = Up to 4 chests
              If B9 = Up to 5 chests
              If B11 to B12 = Up to 2 chests
              If B13 to B14 = Up to 3 chests
              If B15 = 0 chests
              If B16 = Up to 3 chests
              If B17 to B18 = Up to 4 chests
              If B19 to B36 = Up to 5 chests
              If B37 to B39 = Up to 6 chests

         Chest Location
         --------------
              1. Very northeast corner. You'll have to get to it from the
                 west.
              2. A chest can be found around the vicinity of the southeast
                 corner.
              3. Look around the southwest corner area. A chest should be
                 around.
              4. Southeast of the exit.
              5. Look along the southern wall to find this chest.
              6. In a dead end along the eastern portion of the level.

    Marsh Cave #3 ~
    =-----------=
         Description: These are my least favorite floor types. Luckily, this
         is a very simple floor. There are three main paths that branch out
         from different directions away from the exit. So the three paths
         all intersect at the exit. Just follow your path until you find the
         three-way intersection to find the exit. It's very simple.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 3 chests
              If B9 to B16 = Up to 4 chests
              If B17 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. End of the northern path away from exit.
              2. End of the eastern path away from exit.
              3. End of the western path away from exit.
              4. Southwestern corner. Chest is plain in sight.
              5. Somewhere along the western path away from exit. Walk down
                 this way to find it eventually.

    Marsh Cave #4 ~
    =-----------=
         Description: This area has a perfect line of four rooms. Each one
         contains one or two chests. Navigating this room won't be a problem,
         but the pillars may cause some problems. The exit is located in the
         northeast corner.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 3 chests
              If B9 to B16 = Up to 4 chests
              If B17 to B24 = Up to 5 chests
              If B25 to B39 = Up to 6 chests

         Chest Location
         --------------
              1. Western room. Two chests are inside.
              2. Read above.
              3. Second to western room. A chest is inside.
              4. Second to eastern room. A chest is inside.
              5. Eastern room. Two chests are inside.
              6. Read above.

    Dusty Cave ~
    =--------=
         Description: The center room in this area contains a whoppin' three
         chests at max. This is great so make sure you get over there. The
         exit can be found at the southeastern corner. After collecting the
         treasures, haul yourself over there.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B32 = Up to 5 chests
              If B33 to B39 = Up to 6 chests

         Chest Location
         --------------
              1. You'll find three chests in the center room.
              2. Read above.
              3. Read above.
              4. Along the western area are some pathways that lead
                 immediately to dead ends. Two of these have chests.
              5. Read above.
              6. On the eastern side are the same things. Check one of them
                 for a chest before leaving.

    Beaver Party ~
    =----------=
         Description: Well, this is a weird level. After walking north a
         bit, you'll notice that the area is absolutely infested with beavers.
         Talk to the dwarf at the top to learn that his precious giant
         beavers (??) had escaped. He'll give you a number, and you have to
         put a number of beavers in the left and right room. Do this by
         talking to a beaver (???) and specifying which room you want them
         to go in. Easy. Talk to the dwarf after you are done, and he'll let
         you go.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. Southeastern corner of cave.
              2. Southwestern corner of cave.

    Clay Cavern ~
    =---------=
         Description: This is a pretty easy level although there will
         sometimes be rock outcroppings that block the narrow paths. There
         are no rooms and the exit can be found in the northwest corner in a
         little niche.

         Possible Chest Amount
         ---------------------
              If B1 to B4 = Up to 2 chests
              If B5 = 0 chests
              If B6 to B19 = Up to 3 chests
              If B21 to B24 = Up to 2 chests
              If B25 = 0 chests
              If B26 to B39 = Up to 3 chests

         Chest Location
         --------------
              1. Directly west of the exit at the far northwestern corner.
              2. South from the northwestern corner is a pathway leading
                 east. The chest is only accessible from that direction.
              3. Along the eastern wall is another chest.

    Small Cave ~
    =--------=
         Description: This is probably the smallest level in the Whisperwind
         Cove. The chests are remarkably easy to find due to this cave's
         tiny size. The exit can be found in the northwestern corner.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B39 = Up to 4 chests

         Chest Location
         --------------
              1. Along the eastern wall at a dead end.
              2. North of the first chest.
              3. There's a chest at the west side. Approach from south.
              4. Southwest corner. You'll find a chest there.

    Cave Maze ~
    =-------=
         Description: The unique part about this level is the collection of
         rocks forming a maze-like path. You'll follow the path as it twists
         north. Then you should change direction, turning west, and then
         south. The final turn should be westward. The door you see has
         three treasure chests! Exit and keep going west and then north.
         Eventually, you'll see the exit.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B39 = Up to 3 chests

         Chest Location
         --------------
              1. In big room on the way through the maze.
              2. Read above.
              3. Read above.

    Troubled Dwarves ~
    =--------------=
         Description: This level has a lot of dwarves and a lot of rooms
         scattered around. If you look around the eastern wall, you should
         find a rock dude at the south end. He won't let you pass... yet.
         This is a pretty easy floor. First, you have to get the Carobo,
         which can be found by talking to every dwarf until you get it.
         If you can understand the dwarve's accents, you should be able to
         see what they need. If you can't comprehend what they're saying,
         just get the Carobo and then find a dwarf that needs the Carobo.
         (Hint: He is hungry for it.) Give it to the hungry dwarf and he'll
         trade you an Ocarina. Find another dwarf that wants the Ocarina
         (an instrument). He'll trade you a Cogwheel. Then find another
         dwarf that needs the Cogwheel to get a Pickaxe. Find the dwarf that
         needs the tool for an Autograph. Trade that for a Witch's Brew,
         which can be traded elsewhere for Smyth's Tools. Trade that for
         House Key, which in turn, trades for Cat's Whiskers. Finally, trade
         that for a Ruby. Feed it to the rock monster and he'll let you pass.
         Don't forget about the chests though!

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. Southwestern room. There's a chest inside.
              2. Southernmost room in the centerish portion. This room holds
                 a chest.

    Wandering Souls ~
    =-------------=
         Description: Dancing around are purple flames of the wandering souls
         of those who cannot find true rest. The idea here is to examine
         each flame to send them off on their way. However, some of these
         "lost souls" are ready to put up a fight before they go. So
         extinguish each and every soul to get the exit to appear on the
         small island. One of them in particular, Astos, still wants his
         treasure back. Haha.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. A little bit north of the dwarf.
              2. Southeast corner. The chest is right there.

    Feyhome ~
    =-----=
         Description: There are quite a few fairies hanging around. Talking
         to them can be a good thing, or a bad thing. Some will replenish
         your HP, but others will lower your HP to 1 or remove all your MP.
         When you're done exploring or whatever, talk to the fairy east of
         the lake in the forest to make the exit appear.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. At the south end of the village is a line of buildings and
                 a chest in the flowerbed.
              2. At the northeast corner of the village is another chest.

    Town ~
    =--=
         Description: This is probably something you would have never
         expected to see. This town is void of enemies and you have friendly
         mages walking all over the place. They can offer to sell you armor,
         weapons, and even magic spells! In the southeast corner is an Inn
         that you can use to heal up. Look around, you'll like what you see.
         Exit by walking into one of the doors.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. At the northeast corner of town is a chest.
              2. Directly south of the little pond in the northeast corner.
              3. At the northwest corner of town is a chest.
              4. At the southeast corner of town is a chest.
              5. Toward the north end of town is a chest lodged between two
                 wall pieces at a dead end. Enter this little pathway to get
                 it.

    Town #2 ~
    =-----=
         Description: It's good enough that the Whisperwind Cove sports one
         full town, but two? This second one also has an Inn, but it has a
         Sanctuary and an Item Shop, which sells rare items. Depending on
         your floor, the Item Shop can sell different things. So take a break
         from fighting. When you're ready, go to the Inn and head down the
         staircase in the southeast corner.

         Possible Chest Amount
         ---------------------
              N/A

         Chest Location
         --------------
              N/A

    Flying Fortress #1 ~
    =----------------=
         Description: This level is designed like the Flying Fortress in
         terms of appearance. It's a pretty small level with a very linear
         layout. There are a few rooms that contain chests. In fact, it won't
         be difficult finding 4 out of the 5 chests as two will appear in
         each room (depending on the floor). The exit is southeast of the
         lower room in the form of a warp tile.

         Possible Chest Amount
         ---------------------
              If B1 to B9 = Up to 2 chests
              If B11 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. Southern room. Two chests are found inside.
              2. Read above.
              3. Northern room. Two chests are found inside.
              4. Read above.
              5. Take the pathway at the very southerneastern corner to find
                 a chest at a dead end.

    Flying Fortress #2 ~
    =----------------=
         Description: This Flying Fortress variation is easy to get through
         although parts of it might confuse you at first. There are two rooms
         at the far northwest and the far southwest that contain chests. The
         exit can be found right by the southwestern room. Walk past it to
         see the warp tile.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. Northwestern room. There's a chest inside.
              2. Southwestern room. There's a chest inside.

    Flying Fortress #3 ~
    =----------------=
         Description: This Flying Fortress level is similar to the others.
         You'll find the majority of the treasures in a northeastern room and
         the exit south of that at the southeastern corner.

         Possible Chest Amount
         ---------------------
              B1 to B8 = Up to 2 chests
              B9 to B16 = Up to 3 chests
              B17 to B39 = Up to 4 chests

         Chest Location
         --------------
              1. At the northeast corner is a room with a lot of chests.
              2. Read above.
              3. Read above.
              4. At the south end of the area is another room toward the
                 west. It contains a single chest.

    Flying Fortress #4 ~
    =----------------=
         Description: If you get lucky, you'll spawn right below the exit
         warp point. If not, at least you're closer to the treasures. This
         is a pretty simple level. The exit can be found in the northeastern
         corner after crossing a pretty long sky-bridge.

         Possible Chest Amount
         ---------------------
              B1 to B8 = Up to 2 chests
              B9 to B39 = Up to 3 chests

         Chest Location
         --------------
              1. Room at the northwest corner. A chest is inside.
              2. The central room. A chest is inside.
              3. Southwestern corner. The room there contains a chest.

    Cavern Of Ice #1 ~
    =--------------=
         Description: This snowy cave has spikes all over the floor that hurt
         you whenever you walk onto them. There are two rooms that hold
         chests. The northern of the two holds five at the later floors.
         The exit is in the southeast corner.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B32 = Up to 5 chests
              If B33 to B39 = Up to 6 chests

         Chest Location
         --------------
              1. Somewhere along the southwestern wall is an elongated room.
                 Inside is a chest.
              2. At the northwestern corner is another room. Inside are
                 multiple chests.
              3. Read above.
              4. Read above.
              5. Read above.
              6. Read above.

    Cavern Of Ice #2 ~
    =--------------=
         Description: The paths in this area appear to loop around. There are
         two major rooms of interest. One is in the southeast corner and one
         is in the southwest corner. Both of them bear two chests each at the
         maximum. The exit is somewhere in the western area of the level, but
         not the extreme west.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B39 = Up to 4 chests

         Chest Location
         --------------
              1. Southeastern room. Two chests inside.
              2. Read above.
              3. Southwestern room. Two chests inside.
              4. Read above.

    Cavern Of Ice #3 ~
    =--------------=
         Description: Yet another ice level. If you actually pay attention
         to the structure of the walls, you'll see that this level seems to
         resemble a spiral. Although not perfect, it should be enough to
         help you distinguish. The room at the southeast corner contains all
         the chests here, and the exit can be found along the north wall.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. In southeastern room.
              2. Read above.

    Cavern Of Ice #4 ~
    =--------------=
         Description: A grid pattern covers a lot of this level. That makes
         this level a bit easier to distinguish from the other Cavern Of Ice
         levels. The exit is along the western wall at some point.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. Southwest corner of map. The chest is right there.
              2. Middle of the south wall. Easy to locate.
              3. Northeast corner of area. Plain in sight.
              4. Somewhere along the eastern area of the level. Look around
                 the grid-like walls.
              5. This chest is close to the northwestern corner, but not
                 quite. It's in the middle between the corner and the center.

    Cavern Of Ice #5 ~
    =--------------=
         Description: This snowy cave has quite a few chests to pick up.
         There are some also some patches of spikes, although they aren't
         everywhere. The ice crystals make navigating this level somewhat
         difficult. The exit can be found in the southeast corner. The
         ice crystals there make it so that you have to approach it from the
         northwest.

         Possible Chest Amount
         ---------------------
              If B1 to B2 = Up to 2 chests
              If B3 to B4 = Up to 3 chests
              If B5 = 0 chests
              If B6 to B26 = Up to 3 chests
              If B27 to B29 = 0 chests
              If B31 to B39 = Up to 3 chests

         Chest Location
         --------------
              1. You'll find a room in the northern sector of this area.
                 Inside is a chest.
              2. South of the first chest is another chest.
              3. Northwest corner. There's a chest there.

    Cavern Of Ice #6 ~
    =--------------=
         Description: This icy level is best noted for its gigantic rooms.
         The southern room makes things easy for you by holding the only
         three chests you'll need in this level. To get to the exit, you have
         to walk through the northern room, using its other exit to get to
         the staircase.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B39 = Up to 3 chests

         Chest Location
         --------------
              1. The big southern room contains all three chests.
              2. Read above.
              3. Read above.

    Cavern Of Earth ~
    =-------------=
         Description: The center part of this area is reminiscent of the
         part of the Cavern Of Earth in which you fought the Vampire.
         Remember when you found the rock slab which revealed the ladder?
         The exit is right there after going through the east door in the
         center room and continuing up.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. The room in the middle (the one reminiscent of the Vampire
                 fight in the real game) contains three chests.
              2. Read above.
              3. Read above.
              4. Southeast of the middle room, along the southern wall, is a
                 chest.
              5. At the northeast area of this level is a room. The room
                 appears to be sticking out of the north wall making it look
                 a bit awkward. A chest is inside.

    Lava Room ~
    =-------=
         Description: Lava is pretty obvious here. Stepping on it will take
         away 1 HP for every step. Ouch. Chests are scattered around. Most
         of them are on top of the lava. If you are going for them, expect to
         take some damage. The exit can be found in the southeast corner.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. Northeast corner. There's a chest there.
              2. Northwest corner. There's a chest somewhere around.
              3. Look around the eastern wall of the area. The chest is
                 somewhere along it.
              4. Somewhere toward the center is a little inset into the rock.
                 A chest is there.
              5. Somewhat close to the center. The chest is along the
                 eastern wall of the inner wall.

    Lava Pit ~
    =------=
         Description: You can easily tell the difference between this one and
         the one above as the Lava Pit is absolutely COVERED in lava. There
         are only two chests that require a lot of stepping over lava. You
         decide whether or not you want to go. The exit is along the north
         wall of the area.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 2 chests

         Chest Location
         --------------
              1. Southwest corner. There's a chest here.
              2. Southeast corner. Another chest.

    Robo Quest ~
    =--------=
         Description: In this dusty town, your objective is to find two spare
         robot parts. Talk to the two robots to learn your quest. The gray
         one will tell you that his friend is malfunctioning. To find them,
         you will have to search the robot parts scattered around. Don't
         forget to search inside the houses too. Once you get the two, the
         robot will reveal the exit for you.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B32 = Up to 5 chests
              If B33 to B39 = Up to 6 chests

         Chest Location
         --------------
              1. Right below the river east of the two robots.
              2. Right by the southeast corner. You'll find a chest there.
              3. Northwest of two robots.
              4. Southwest corner. There's a chest here.
              5. Directly east of the fifth chest.
              6. There's another chest around the northwest corner.

    Toy Town ~
    =------=
         Description: Here's something different for a change. Talk to the
         kid at the beginning to help him out (well, you can't exactly say
         no). He'll also tell you the color of the other kid's hair, which
         you will definitely need. Leave the building and begin looking. The
         houses' doors will teleport you around the town. Keep searching
         until you manage to find the stupid kid.

         Possible Chest Amount
         ---------------------
              N/A

         Chest Location
         --------------
              N/A

    Orange World ~
    =----------=
         Description: Yeah, those who love orange will love this level. It's
         interesting how you have an entire slab of land just floating above
         the ground like that... underground! After a bit of walking, you
         will eventually find the exit somewhere along the south end of this
         floating slab of land. However, don't expect to get there so soon.
         Expect a lot of walking.

         Possible Chest Amount
         ---------------------
              If B1 to B8 = Up to 2 chests
              If B9 to B16 = Up to 3 chests
              If B17 to B24 = Up to 4 chests
              If B25 to B39 = Up to 5 chests

         Chest Location
         --------------
              1. North of the starting point is a desert. The northeast side
                 of this desert holds a chest.
              2. There will be a peninsula off of the path leading south. The
                 chest is on this.
              3. At the northwest corner of the world is a chest.
              4. At the southwest corner of the world is a chest.
              5. West of the exit is a chest.

    Flooded Fortress ~
    =--------------=
         Description: This strange place is the only level in all of the
         Whisperwind Cove that has 10 chests no matter which floor you are on
         (Yay!). However, there are soldiers hanging around that been
         apparently zombified. Some of them even beg of you to kill them.
         Talking to them will start a fight. The king and queen, in their
         throne room, can also be fought. You'll be using your canoe a lot
         here. The exit is directly south of the starting position.

         Possible Chest Amount
         ---------------------
              If B1 to B39 = Up to 10 chests

         Chest Location
         --------------
              1. To your left at the starting point.
              2. To your right at the starting point.
              3. Head south until you hit the southern wall and then move
                 east to the southeast corner. A chest is located there.
              4. Move back west and advance to the southwest corner. A chest
                 is located there.
              5. From the southwest corner, head north to the northwest
                 corner. Eventually, you'll reach an undead soldier guarding
                 a door. Defeat him and go inside for two chests.
              6. Read above.
              7. Leave the room and go back south a teensy-weensy bit. Then
                 head east and go north at the first opportunity you get.
                 This is the starting position. Keep going north until you
                 reach the throne room. Talk to the king to fight him and
                 then open the chest behind him.
              8. Talk to the queen to fight her. Then open the chest behind
                 her.
              9. Head back to the southern wall. Advance as far east as
                 possible and then go north. At the northeast corner is a
                 door. Fight the soldier and go through for two chests.
              10. Read above.

When you reach B10, you'll fight your first boss of the Whisperwind Cove. When
you reach this floor, just follow the path. There's no random encounters here
so don't worry about getting lost. Eventually, you'll find the blue flame
representing Typhon (or otherwise known as Chupon).

    Boss Fight: Typhon ~
    =----------------=
         The main problem with Typhon is his Snort attack which will
         automatically KO the unit that it happens to hit. This is not cool.
         If you get lucky, your main attackers won't get hit and your White
         Wizard doesn't die. Full-Life is great for reviving those that have
         fallen to Typhon's Snort. Apart from that, Typhon is nothing great.
         Just revive each character as they fall and pound Typhon to a pulp.
         It shouldn't take too long.

Once Typhon is down, you can go north for a warp leading back to the surface
or continue onwards by stepping into the warp tile which will lead you to
B11.

As soon as you reach B20, you should know that another boss awaits. This time,
it's Orthros (or Ultros from FFVI). Find the blue flame which represents each
and every boss thus far. Heal up before you talk to it.

    Boss Fight: Orthros ~
    =-----------------=
         This eight-armed freak is nothing big. His only real threat is a
         physical attack that can deal a lot of damage if you aren't careful.
         Obviously, you better put up that Protera barrier and maybe an
         Invisira or two. Orthros also has Ink, which can blind. However,
         darkness can easily be fixed with a few Eye Drops so don't fret if
         you managed to get splattered. Orthros is probably the easiest boss
         you'll ever come across in the Soul Of Chaos dungeons. No kidding.

When you manage to defeat Orthros, go west. The big warp will take you back
up (Uh...) to the surface. Don't ask me what the big, blue balls do. When
you're ready, take the small warp to the next level.

On B30, you'll notice a dying town with its civilians in agony. Talk to
everyone even though you won't get too much out of them. Go south and cross
the bridge. Keep looking around until you find a circular island surrounded
by a moat. Talk to the soldier in front and he'll tell of the monstrosity
above. Walk into the house and you'll be warped high in the sky. At the end
of the path, you'll find the Phantom Train...

    Boss Fight: Phantom Train ~
    =-----------------------=
         This strange creature appears a mean, live train. the Phantom Train
         really is not too difficult. Sure, his physical attack is somewhat
         powerful (it must hurt to get rammed by him), but it won't make a
         difference. You will want to watch out for Acid Rain however. It can
         deal a medium amount of damage to every party member. Protera can
         help make his physical attack deal practically nothing and Invisira
         can up your evasion enough to give you a good chance of evading
         his attacks. Just heal your team after the Phantom Train casts Acid
         Rain. Lower all of his 9999 HP and he'll die.

Once the Phantom Train gets his butt handed to him, you can return to the warp
and head back down to the town. The once desolate earth has bloomed once. You
have saved this town. The exit out of this place is at the northeast corner.
The tan-shaded building will warp you back into the dungeon. You can step onto
the pedestal to get back to the overworld or keep going. Well, you've come
this far. Onto B31!

When you hit B40, prepare for the hardest boss fight yet. Just kidding. You'll
realize that Death Gaze of the Whisperwind Cove is nothing incredibly special.
Follow the path until you meet an ever-so-familiar blue flame. Engage with
the Death Gaze.

    Boss Fight: Death Gaze ~
    =--------------------=
         While Death Gaze isn't physically powerful, his defense stats can
         get pretty annoying as it takes longer to take him down. Death Gaze
         mostly sticks with physical attacks, which can be pretty powerful if
         you don't put up a Protera immediately. Do just that. Invisira would
         also be a good idea, but Death Gaze also hoards fantastic accuracy
         stats as well. The best course of action would be to have your White
         Wizard cast Healaga every turn while your fighters dish it out.
         Your Black Wizard could easily buff up your fighters with Haste and
         Temper. It's not a very original plan, but for Death Gaze, it is
         sure to work. The key is patience. Draining all of that HP can get
         very annoying. Eventually, Death Gaze will fall and you win!

Once Death Gaze is taken down (along with all the other bosses of the other
dungeons), you will have virtually completed the Soul Of Chaos dungeons.
However, there are many items still left to collect (assuming this was your
first pass). You can try these dungeons again, or just challenge Chaos to beat
the game with your newfound experience.

*=============================================================================*
   +---------------------------------------------------------------------+
                             7. Equipment Listing                [7000]
   +---------------------------------------------------------------------+
*=============================================================================*


Below is a list of all the equipment that you will come across throughout
Final Fantasy. Weapons consists of all Swords, Staves, etc. Shields consist
of all forms of hand-held shields. Headwear is made up of all helms and hats.
Body Armor includes any form of clothes or plating on the body. Finally,
Gloves include platings or gloves worn on the hand.

All items are listed in alphabetical order and can be found in either the
original game or the Soul Of Chaos shrines. Some weapons can only be claimed
from the Soul Of Chaos dungeons. Keep that in mind.

    NOTE: I was never aware that I could check the "compatibility" of each
          weapon by just clicking on it. Therefore, you might find some
          inaccurate jobs for the Classes that can wield that particular
          weapon or whatever

~-----------------------------------------------------------------------------~
        ~ 7.1. Weapons ~                                         [7100]
~-----------------------------------------------------------------------------~

    Asura ~
    =---=
         Atk: +25          Def: -
         Acc: +30          Eva: -

         Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
         Description: A sword whose name embodies battle.

    Assassin Dagger ~
    =-------------=
         Atk: +30          Def: -
         Acc: +40          Eva: +10

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                Wizard
         Description: A dagger that casts Kill when used.

    Battle Axe ~
    =--------=
         Atk: +16          Def: -
         Acc: +5           Eva: -

         Class: Warrior, Knight, Ninja
         Description: An axe made for battle.

    Braveheart ~
    =--------=
         Atk: +30          Def: -
         Acc: +29          Eva: -

         Class: Warrior, Knight, Ninja
         Description: A sword that casts Confuse when used.

    Broadsword ~
    =--------=
         Atk: +15          Def: -
         Acc: +10          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: Sword with a wide, double-edged blade.


    Cat Claws ~
    =-------=
         Atk: +22          Def: -
         Acc: +25          Eva: -

         Class: Knight, Ninja, Red Wizard, Black Wizard
         Description: A weapon with razor-sharp blades.

    Coral Sword ~
    =---------=
         Atk: +19          Def: -
         Acc: +15          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A sword effective against aquatic foes.

    Crosier ~
    =-----=
         Atk: +14          Def: -
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja, Monk, Master
         Description: A staff topped with an iron ring.

    Dagger ~
    =----=
         Atk: +7           Def: -
         Acc: +10          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                Mage, Black Wizard
         Description: A large knife.

    Dark Claymore ~
    =-----------=
         Atk: +40          Def: -
         Acc: +5           Eva: -

         Class: Warrior, Knight
         Description: A sword with a shimmering black blade.

    Deathbringer ~
    =----------=
         Atk: +36          Def: -
         Acc: +25          Eva: +5

         Class: Red Wizard
         Description: A sword that casts Death when used.

    Defender ~
    =------=
         Atk: +30          Def: -
         Acc: +33          Eva: -

         Class: Knight, Ninja, Red Wizard
         Description: A sword that casts Blink when used.

    Duel Rapier ~
    =---------=
         Atk: +27          Def: -
         Acc: +30          Eva: +80 (!)

         Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
         Description: A rapier refined for battle.

    Enhancer ~
    =------=
         Atk: +28          Def: -
         Acc: +25          Eva: -

         Class: Warrior, Red Mage, Knight, Ninja, Red Wizard
         Description: An unusual rapier infused with magic.


    Excalibur ~
    =-------=
         Atk: +45          Def: -
         Acc: +35          Eva: -

         Class: Knight
         Description: Sword crafted from a legendary metal.

    Falchion ~
    =------=
         Atk: +15          Def: -
         Acc: +10          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A sword that widens toward its tip.

    Flame Sword ~
    =---------=
         Atk: +26          Def: -
         Acc: +20          Eva: -

         Class: Warrior, Red Mage, Knight, Ninja, Red Wizard
         Description: A sword that dances with flame.

    Gigantaxe ~
    =-------=
         Atk: +42          Def: -
         Acc: -            Eva: +80 (!)

         Class: Warrior, Knight, Ninja
         Description: An axe boasting superb attack power.

    Gladius ~
    =-----=
         Atk: +23          Def: -
         Acc: +30          Eva: +10

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                Mage, Black Wizard
         Description: A dagger crafted to be feather-light.

    Great Axe ~
    =-------=
         Atk: +22          Def: -
         Acc: +5           Eva: -

         Class: Warrior, Knight, Ninja
         Description: A large axe made for battle.

    Great Sword ~
    =---------=
         Atk: +21          Def: -
         Acc: +20          Eva: -

         Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
         Description: A sword effective against giants.

    Hammer ~
    =----=
         Atk: +9           Def: -
         Acc: -            Eva: -

         Class: Warrior, White Mage, Knight, Ninja, White Wizard
         Description: A hammer made for battle.

    Healing Staff ~
    =-----------=
         Atk: +6           Def: -
         Acc: -            Eva: -

         Class: Ninja, White Mage, White Wizard
         Description: A staff that casts Heal when used.

    Ice Brand ~
    =-------=
         Atk: +29          Def: -
         Acc: +25          Eva: -

         Class: Warrior, Red Mage,, Knight, Ninja, Red Wizard
         Description: A sword gripped by winter's chill.

    Iron Nunchaku ~
    =-----------=
         Atk: +16          Def: -
         Acc: -            Eva: -

         Class: Monk, Master, Ninja,
         Description: Nunchaku made of iron.

    Judgment Staff ~
    =------------=
         Atk: +26          Def: -
         Acc: +25          Eva: -

         Class: Black Wizard
         Description: A staff that casts Flare when used.

    Kikuichimonji ~
    =-----------=
         Atk: +37          Def: -
         Acc: +25          Eva: -

         Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
         Description: A chrysanthemum adorns its scabbard.

    Knife ~
    =---=
         Atk: +5           Def: -
         Acc: +10          Eva: -

         Class: Warrior, Thief, Red Mage, Black Mage, Knight, Ninja, Red
                Wizard, Black Wizard
         Description: A small knife.

    Kotetsu ~
    =-----=
         Atk: +22          Def: -
         Acc: +6           Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A small katana designed for easy use.

    Light Axe ~
    =-------=
         Atk: +28          Def: -
         Acc: +15          Eva: -

         Class: Warrior, Knight, Ninja
         Description: An axe that casts Diara when used.

    Lightbringer ~
    =----------=
         Atk: +48          Def: -
         Acc: +40          Eva: +50

         Class: Red Wizard
         Description: A sword that casts Holy when used.

    Longsword ~
    =-------=
         Atk: +20          Def: -
         Acc: +10          Eva: -

         Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
         Description: A large, double-edged sword.

    Mage Masher ~
    =---------=
         Atk: +20          Def: -
         Acc: +20          Eva: -

         Class: Warrior, Thief, Red Mage, Black Mage, Knight, Ninja,
                Red Wizard, Black Wizard
         Description: A knife that casts Silence when used.

    Mage's Staff ~
    =----------=
         Atk: +13          Def: -
         Acc: +10          Eva: -

         Class: Ninja, Black Mage, Black Wizard
         Description: A staff that casts Fira when used.

    Masamune ~
    =------=
         Atk: +56          Def: -
         Acc: +50          Eva: -

         Class: [All]
         Description: A legendary katana without peer.

    Murasame ~
    =------=
         Atk: +50          Def: -
         Acc: +10          Eva: 35

         Class: Ninja
         Description: A sword also known as the Demonblade.

    Mythril Hammer ~
    =------------=
         Atk: +12          Def: -
         Acc: +5           Eva: -

         Class: Warrior, Knight, Ninja, White Mage, White Wizard
         Description: A hammer wrought from mythril.

    Mythril Knife ~
    =-----------=
         Atk: +10          Def: -
         Acc: +15          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                Mage, Black Wizard
         Description: A knife wrought from mythril.

    Ogrekiller ~
    =--------=
         Atk: +30          Def: -
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja
         Description: An axe effective against giants.


    Orichalcum ~
    =--------=
         Atk: +28          Def: -
         Acc: +35          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black
                Wizard
         Description: A knife with a gleaming golden blade.

    Power Staff ~
    =---------=
         Atk: +12          Def: -
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja, Monk, Master, White Mage, White
                Wizard, Black Mage, Black Wizard
         Description: A staff with good attack power.

    Ragnarok ~
    =------=
         Atk: +58          Def: -
         Acc: +15          Eva: +33

         Class: Knight
         Description: A sword etched with words of the gods.

    Rapier ~
    =----=
         Atk: +9           Def: -
         Acc: +5           Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A sword with a slender blade.

    Razer ~
    =---=
         Atk: +22          Def: -
         Acc: +20          Eva: -

         Class: Warrior, Knight, Ninja, Red Wizard
         Description: A saber that casts Scourge when used.

    Rune Axe ~
    =------=
         Atk: +40          Def: -
         Acc: +20          Eva: -

         Class: Warrior, Knight, Ninja
         Description: An axe that casts Curaga when used.

    Rune Blade ~
    =--------=
         Atk: +18          Def: -
         Acc: +15          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A sword effective against spellcasters.

    Rune Staff ~
    =--------=
         Atk: +25          Def: -
         Acc: +25          Eva: -

         Class: White Wizard
         Description: A staff that casts Healara when used.

    Saber ~
    =---=
         Atk: +13          Def: -
         Acc: +5           Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A long sword made for piercing.

    Sage's Staff ~
    =----------=
         Atk: +20          Def: -
         Acc: +10          Eva: -

         Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                Black Wizard
         Description: A staff that casts Life when used.

    Sasuke's Blade ~
    =------------=
         Atk: +33          Def: -
         Acc: -            Eva: -

         Class: Ninja
         Description: A small katana used by a ninja.

    Scimitar ~
    =------=
         Atk: +10          Def: -
         Acc: +10          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A sword with a curved blade.

    Staff ~
    =---=
         Atk: +6           Def: -
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja, Monk, Master, White Mage, White
                Wizard, Black Mage, Black Wizard
         Description: A wooden staff.

    Sun Blade ~
    =-------=
         Atk: +32          Def: -
         Acc: +30          Eva: -

         Class: Warrior, Knight, Ninja, Red Wizard
         Description: A sword effective against undead.

    Thor's Hammer ~
    =-----------=
         Atk: +18          Def: -
         Acc: +15          Eva: -

         Class: Knight, Ninja, White Wizard
         Description: Hammer that casts Thundara when used.

    Ultima Weapon ~
    =-----------=
         Atk: + *          Def: -
         Acc: + *          Eva: -

         Class: Knight, Ninja, Master, Red Wizard, White Wizard, Black Wizard
         Description: A sword bound to its wielder's HP.

               * This weapon's attack power is based on your HP divided by
                 10. At max HP, the Ultima Weapon can have a power of 100
                 because 999 / 10 = 99.99, which rounds up to 100.

    Vorpal Sword ~
    =----------=
         Atk: +24          Def: -
         Acc: +25          Eva: -

         Class: Warrior, Knight, Ninja, Red Wizard
         Description: A very sharp crescent blade.

    War Hammer ~
    =--------=
         Atk: +30          Def: -
         Acc: -            Eva: -

         Class: Knight, Ninja, White Wizard
         Description: A hammer that strikes hard.

    Werebuster ~
    =--------=
         Atk: +18          Def: -
         Acc: +15          Eva: -

         Class: Warrior, Knight, Ninja, Red Mage, Red Wizard
         Description: A sword effective against werebeasts.

    Wizard's Staff ~
    =------------=
         Atk: +16          Def: -
         Acc: +15          Eva: -

         Class: Black Wizard
         Description: A staff that casts Confuse when used.

    Wyrmkiller ~
    =--------=
         Atk: +19          Def: -
         Acc: +15          Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: Gloves made of leather.

~-----------------------------------------------------------------------------~
        ~ 7.2. Shields ~                                         [7200]
~-----------------------------------------------------------------------------~

    Aegis Shield ~
    =----------=
         Atk: -            Def: +16
         Acc: -            Eva: -

         Class: Knight
         Description: A shield that guards against stone.

    Buckler ~
    =-----=
         Atk: -            Def: +2
         Acc: -            Eva: -

         Class: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
         Description: A small shield.

    Crystal Shield ~
    =------------=
         Atk: -            Def: +15
         Acc: -            Eva: +45

         Class: Knight, Ninja
         Description: A shield of crystal, crafted long ago.

    Diamond Shield ~
    =------------=
         Atk: -            Def: +16
         Acc: -            Eva: -

         Class: Knight
         Description: A shield made of diamond.

    Elven Cloak ~
    =---------=
         Atk: -            Def: +9
         Acc: +1           Eva: -

         Class: Warrior, Thief, Red Mage, White Mage, Black Mage, Knight,
                Ninja, Red Wizard, White Wizard, Black Wizard
         Description: A cloak enchanted with elven magic.

    Flame Shield ~
    =----------=
         Atk: -            Def: +12
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja
         Description: A shield alive with the power of fire.

    Genji Shield ~
    =----------=
         Atk: +27          Def: +14
         Acc: +30          Eva: +42 (!)

         Class: Warrior, Knight, Ninja
         Description: Heavy shield crafted in a distant land.

    Hero's Shield ~
    =-----------=
         Atk: -            Def: +16
         Acc: -            Eva: +40

         Class: Knight
         Description: Shield that wards off status ailments.

    Ice Shield ~
    =--------=
         Atk: -            Def: +12
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja
         Description: A shield alive with the power of ice.

    Iron Shield ~
    =---------=
         Atk: -            Def: +4
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja
         Description: A shield wrought from iron.

    Leather Shield ~
    =------------=
         Atk: -            Def: +2
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja
         Description: A shield made of hardened leather.

    Mythril Shield ~
    =------------=
         Atk: -            Def: +8
         Acc: -            Eva: -

         Class: Warrior, Knight, Ninja
         Description: A shield crafted from mythril.

    Protect Cloak ~
    =-----------=
         Atk: -            Def: +8
         Acc: -            Eva: -2

         Class: Warrior, Thief, Red Mage, White Mage, Black Mage, Knight,
                Ninja, Red Wizard, White Wizard, Black Wizard
         Description: A large cloak worn over armor.

    Zephyr Cape ~
    =---------=
         Atk: -            Def: +4
         Acc: -            Eva: +9

         Class: Warrior, Thief, Red Mage, White Mage, Black Mage, Knight,
                Ninja, Red Wizard, White Wizard, Black Wizard
         Description: A cape alive with the spirit of wind.

~-----------------------------------------------------------------------------~
        ~ 7.3. Headwear ~                                        [7300]
~-----------------------------------------------------------------------------~

    Black Cowl ~
    =--------=
         Atk: +1           Def: +8
         Acc: +3           Eva: +12

         Class: Thief, Ninja
         Description: Black hood brought from a distant land.

    Crystal Helm ~
    =----------=
         Atk: -            Def: +10
         Acc: -            Eva: +13

         Class: Knight, Ninja
         Description: A helm of crystal, crafted long ago.

    Diamond Helm ~
    =----------=
         Atk: -            Def: +8
         Acc: -            Eva: +3

         Class: Knight
         Description: A helm made of diamond.

    Feathered Cap ~
    =-----------=
         Atk: -            Def: +4
         Acc: -            Eva: +9

         Class: Warrior, Thief, Red Mage, Knight, Ninja, Red Wizard
         Description: A light cap woven of silk.

    Genji Helm ~
    =--------=
         Atk: -            Def: +9
         Acc: -            Eva: +12

         Class: Warrior, Thief, Knight, Ninja
         Description: A heavy helm crafted in a distant land.

    Great Helm ~
    =--------=
         Atk: -            Def: +5
         Acc: -            Eva: -5

         Class: Warrior, Knight, Ninja
         Description: A helm that covers the entire head.

    Healing Helm ~
    =----------=
         Atk: -            Def: +6
         Acc: -            Eva: -3

         Class: Warrior, Knight, Ninja
         Description: A helm that casts Heal when used.

    Helm ~
    =--=
         Atk: -            Def: +3
         Acc: -            Eva: -3

         Class: Warrior, Knight, Ninja
         Description: A small helm.

    Leather Cap ~
    =---------=
         Atk: -            Def: +1
         Acc: -            Eva: -1

         Class: [All]
         Description: A cap made of leather.

    Mythril Helm ~
    =----------=
         Atk: -            Def: +6
         Acc: -            Eva: -3

         Class: Warrior, Knight, Ninja
         Description: A helm wrought from mythril.

    Red Cap ~
    =-----=
         Atk: -            Def: +8
         Acc: -            Eva: -

         Class: Red Mage, Red Wizard
         Description: A cap that awakens latent abilities.

    Ribbon ~
    =----=
         Atk: -            Def: +1
         Acc: -            Eva: -1

         Class: [All]
         Description: Ribbon that wards off special attacks.

    Sage's Mitre ~
    =----------=
         Atk: -            Def: +5
         Acc: -            Eva: -1

         Class: White Mage, Black Mage, White Wizard, Black Wizard
         Description: A hat made of enchanted cloth.

    Twist Headband ~
    =------------=
         Atk: +5           Def: +3
         Acc: +1           Eva: -

         Class: Thief, Monk, Ninja, Master
         Description: A headband favored by martial artists.

    Wizard's Hat ~
    =----------=
         Atk: -            Def: +4
         Acc: -            Eva: -1

         Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                Black Wizard
         Description: A traditional hat brimming with magic.

~-----------------------------------------------------------------------------~
        ~ 7.4. Body Armor ~                                      [7400]
~-----------------------------------------------------------------------------~

    Bard's Tunic ~
    =----------=
         Atk: -            Def: +20
         Acc: -            Eva: -3

         Class: [All]
         Description: A light, loose-fitting tunic.

    Black Garb ~
    =--------=
         Atk: +1           Def: +40
         Acc: +10          Eva: +8 (!)

         Class: Thief, Ninja
         Description: Light, durable suit from a distant land.

    Black Robe ~
    =--------=
         Atk: -            Def: +24
         Acc: -            Eva: -2

         Class: Black Wizard
         Description: A robe that casts Bizzara when used.

    Chain Mail ~
    =--------=
         Atk: -            Def: +15
         Acc: -            Eva: -15

         Class: Warrior, Red Mage, Knight, Ninja, Red Wizard
         Description: Mail of interwoven chain links.

    Clothes ~
    =-----=
         Atk: -            Def: +1
         Acc: -            Eva: -2

         Class: [All]
         Description: Ordinary clothing.

    Copper Armlet ~
    =-----------=
         Atk: -            Def: +4
         Acc: -            Eva: -1

         Class: [All]
         Description: An armlet crafted from copper.

    Crystal Mail ~
    =----------=
         Atk: -            Def: +44
         Acc: -            Eva: -10

         Class: Knight, Ninja
         Description: Mail of crystal, crafted long ago.

    Diamond Armlet ~
    =------------=
         Atk: -            Def: +34
         Acc: -            Eva: -1

         Class: [All]
         Description: An armlet adorned with diamonds.

    Diamond Armor ~
    =-----------=
         Atk: -            Def: +42
         Acc: -            Eva: -10

         Class: Knight
         Description: Armor crafted from diamond.

    Dragon Mail ~
    =---------=
         Atk: -            Def: +42
         Acc: -            Eva: -10

         Class: Knight
         Description: Mail fashioned from dragon scales.

    Flame Mail ~
    =--------=
         Atk: -            Def: +34
         Acc: -            Eva: -10

         Class: Warrior, Knight, Ninja
         Description: Mail infused with the power of fire.

    Gaia Gear ~
    =-------=
         Atk: -            Def: +35
         Acc: -            Eva: -2

         Class: Black Mage, Black Wizard
         Description: A robe instilled with the earth's grace.

    Genji Armor ~
    =---------=
         Atk: +2           Def: +35
         Acc: +3           Eva: -7

         Class: Warrior, Knight, Ninja
         Description: Heavy armor crafted in a distant land.

    Ice Armor ~
    =-------=
         Atk: -            Def: +34
         Acc: -            Eva: -10

         Class: Warrior, Knight, Ninja
         Description: Armor infused with the power of ice.

    Iron Armor ~
    =--------=
         Atk: -            Def: +24
         Acc: -            Eva: -23

         Class: Warrior, Knight, Ninja
         Description: Armor made of thinly hammered iron.

    Kenpogi ~
    =-----=
         Atk: +3           Def: +28
         Acc: -            Eva: -3

         Class: Monk, Master
         Description: An outfit favored by martial artists.

    Knight's Armor ~
    =------------=
         Atk: -            Def: +34
         Acc: -            Eva: -33

         Class: Warrior, Knight
         Description: Armor crafted from steel plates.

    Leather Armor ~
    =-----------=
         Atk: -            Def: +4
         Acc: -            Eva: -8

         Class: Warrior, Monk, Thief, Red Mage, Knight, Master, Ninja,
                Red Wizard
         Description: Armor made of hardened leather.

    Light Robe ~
    =--------=
         Atk: -            Def: +35
         Acc: -            Eva: -2

         Class: White Mage, White Wizard
         Description: A robe imbued with the power of light.


    Mythril Mail ~
    =----------=
         Atk: -            Def: +18
         Acc: -            Eva: -8

         Class: Warrior, Knight, Ninja, Red Mage, Red Wizard
         Description: Mail crafted from mythril.

    Red Jacket ~
    =--------=
         Atk: +3           Def: +24
         Acc: +2           Eva: -

         Class: Thief, Red Mage, Ninja, Red Wizard
         Description: A jacket that protects against flame.

    Ruby Armlet ~
    =---------=
         Atk: -            Def: +24
         Acc: -            Eva: -1

         Class: [All]
         Description: An armlet of worked silver.

    Sage's Surplice ~
    =-------------=
         Atk: -            Def: +25
         Acc: -            Eva: -2

         Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                Black Wizard
         Description: A robe that enhances intelligence.

    Silver Armlet ~
    =-----------=
         Atk: -            Def: +15
         Acc: -            Eva: -1

         Class: [All]
         Description: An armlet of worked silver.

    Thief's Armlet ~
    =------------=
         Atk: -            Def: +30
         Acc: +5           Eva: +4

         Class: Thief, Ninja
         Description: An armlet that enhances agility.

    White Robe ~
    =--------=
         Atk: -            Def: +24
         Acc: -            Eva: -2

         Class: White Wizard
         Description: A robe that casts Invisira when used.

~-----------------------------------------------------------------------------~
        ~ 7.5. Gloves ~                                          [7500]
~-----------------------------------------------------------------------------~

    Angel's Ring ~
    =----------=
         Atk: -            Def: +8
         Acc: -            Eva: -1

         Class: Red Mage, White Mage, Black Mage, Red Wizard, White Wizard,
                Black Wizard
         Description: Ring fashioned after an angel's feather.

    Bronze Gloves ~
    =-----------=
         Atk: -            Def: +2
         Acc: -            Eva: -3

         Class: Warrior, Knight, Ninja
         Description: Gloves made of bronze.

    Crystal Gloves ~
    =------------=
         Atk: -            Def: +10
         Acc: -            Eva: -3

         Class: Knight, Ninja
         Description: Gloves of crystal, crafted long ago.

    Diamond Gloves ~
    =------------=
         Atk: -            Def: +8
         Acc: -            Eva: -3

         Class: Knight
         Description: Gloves made of diamond.

    Genji Gloves ~
    =----------=
         Atk: -            Def: +9
         Acc: -            Eva: +13

         Class: Warrior, Knight, Ninja
         Description: Heavy gloves crafted in a distant land.

    Giant's Gloves ~
    =------------=
         Atk: -            Def: +6
         Acc: -            Eva: -3

         Class: Warrior, Knight, Ninja
         Description: Gloves that cast Saber when used.

    Leather Gloves ~
    =------------=
         Atk: -            Def: +1
         Acc: -            Eva: -1

         Class: [All]
         Description: Gloves made of leather.

    Mythril Gloves ~
    =------------=
         Atk: -            Def: +1
         Acc: -            Eva: -1

         Class: Warrior, Knight, Ninja
         Description: Gloves made of mythril.

    Protect Ring ~
    =----------=
         Atk: -            Def: +8
         Acc: -            Eva: -1

         Class: [All]
         Description: Ring that guards against instant death.

    Steel Gloves ~
    =----------=
         Atk: -            Def: +4
         Acc: -            Eva: -5

         Class: Warrior, Knight, Ninja
         Description: Gloves made of steel.

    Thief's Gloves ~
    =------------=
         Atk: -            Def: +6
         Acc: +5           Eva: +14

         Class: Thief, Ninja
         Description: Gloves that enhance ability.

*=============================================================================*
   +---------------------------------------------------------------------+
                               8. Magic Spells                   [8000]
   +---------------------------------------------------------------------+
*=============================================================================*

Magical spells in Final Fantasy can be split into two specific categories:
Black Magic and White Magic. Black Magic consists of offensive spells that
deal damage or status ailments. White Magic is just the opposite; it usually
heals HP or revives fallen allies to aid your team. Magic spells in Final
Fantasy can be bought at Magic Shops. One unit can only learn three maximum
spells of each level.

Only Black Mages, Red Mages, and Ninjas can use Black Magic. Only White Mages,
Red Mages, and Knights may use White Magic.

The first sentence in each Description entry is the entry provided in the
manual.

~-----------------------------------------------------------------------------~
        ~ 8.1. Black Magic ~                                     [8100]
~-----------------------------------------------------------------------------~

    Fire ~
    =--=
         MP Cost: 5
         Magic Level: 1
         Area Of Effect: One foe
         Shop Location: Cornelia Black Magic Shop
         Description: Deals fire damage to one foe. This fire elemental spell
                      will probably be one of the first spells you teach your
                      units. Found in the Cornelia area, you can buy it
                      cheaply for 50 Gil. While Fire is an effective spell in
                      the beginning of the game, you might find the need to
                      buy more powerful spells as the game progresses.

    Sleep ~
    =---=
         MP Cost: 3
         Magic Level: 1
         Area Of Effect: All foes
         Shop Location: Cornelia Black Magic Shop
         Description: Puts all foes to sleep. Once an enemy is asleep, it will
                      be unable to attack or do anything until woken up. To
                      wake up, that unit will need to be damaged by a physical
                      or magical strike. Take advantage of sleeping foes as
                      an attack against one has a 100% chance of hitting.
                      Using Sleep on enemies can easily keep units at bay
                      while you pound away.

    Focus ~
    =---=
         MP Cost: 3
         Magic Level: 1
         Area Of Effect: One foe
         Shop Location: Cornelia Black Magic Shop
         Description: Lowers one foe's evasion. Enemies with high evade
                      stats can pose problems to those less accurate physical
                      units of yours. Lower evade and greatly increase an
                      ally's chance of hitting by cutting away an enemy's
                      evade.

    Thunder ~
    =-----=
         MP Cost: 5
         Magic Level: 1
         Area Of Effect: One foe
         Shop Location: Cornelia Black Magic Shop
         Description: Deals lightning damage to one foe. The lightning
                      elemental version of the Fire and Blizzard spells
                      appears as Thunder. On the battlefield, using this
                      spell will jolt enemies with a quick burst of
                      electricity. While great in the beginning of the game,
                      Thunder will become less useful once more powerful
                      spells appear.

    Blizzard ~
    =------=
         MP Cost: 8
         Magic Level: 2
         Area Of Effect: One foe
         Shop Location: Pravoka Black Magic Shop
         Description: Deals ice damage to one foe. The weakest ice elemental
                      spell is Blizzard, a Level 2 spell. When used, your
                      caster will send a shard of ice against a single
                      opponent. Take advantage of elemental weaknesses and
                      use Blizzard to damage an opponent. Beware however,
                      Blizzard is only capable of striking one target at a
                      time.

    Dark ~
    =--=
         MP Cost: 5
         Magic Level: 2
         Area Of Effect: All foes
         Shop Location: Pravoka Black Magic Shop
         Description: Blinds all foes with darkness. When an enemy is blinded
                      with darkness, their Hit % goes down like mad. Whenever
                      Dark is used, all foes will be struck with darkness to
                      hold this effect. Especially during larger scale
                      battles, your team can easily disable the enemy team
                      a lot just by blinding them. The low MP cost makes it
                      even better.

    Temper ~
    =----=
         MP Cost: 10
         Magic Level: 2
         Area Of Effect: One ally
         Shop Location: Pravoka Black Magic Shop
         Description: Raises one ally's attack. Boosting one of your physical
                      unit's does have its advantages. Especially when the
                      Warrior/Knight/Monk/Master already deals heavy damage
                      as it is, an extra boost in attack statistics for that
                      skirmish can easily turn the tide of battle in your
                      favor.

    Slow ~
    =--=
         MP Cost: 5
         Magic Level: 2
         Area Of Effect: All foes
         Shop Location: Pravoka Black Magic Shop
         Description: Reduces all foes number of attacks. Is that monster
                      licking you like mad? Well, you can easily cut its
                      damage in half (taking that it deals more than one hit
                      on you each turn) by simply Slowing it. The amount of
                      strikes against you will be cut down the middle. If a
                      foe happens to have struck you six times the last turn,
                      the next turn, it will only hit you three. Slow is a
                      great way to further disable an enemy team.

    Fira ~
    =--=
         MP Cost: 15
         Magic Level: 3
         Area Of Effect: All foes
         Shop Location: Elfheim Black Magic Shop (Level 3)
         Description: Deals fire damage to all foes. On the second level of
                      the fire castings, Fira works by dealing medium damage
                      and can hit all enemy units. Although not a direct
                      attack, Fira still deals a lot of damage against an
                      entire enemy team. Monsters and opponents weak to fire
                      will easily fall to the blaze. Keep in mind that the
                      MP cost is considerably higher than the Level 1 Fire.

    Hold ~
    =--=
         MP Cost: 10
         Magic Level: 3
         Area Of Effect: One foe
         Shop Location: Elfheim Black Magic Shop (Level 3)
         Description: Paralyzes one foe. Whenever a unit happens to be
                      inflicted with paralysis, it will be incapable of
                      moving whatsoever. Yep, that means no attacks, no
                      running away, no doing anything at all. Therefore, it
                      will be completely disabled until the paralysis wears
                      off. Use the interim of time and defeat all surrounding
                      enemies. Hold works well by keeping another unit at bay
                      while you attack the rest of the team. Likewise,
                      killing off a paralyzed enemy is very easy.

    Thundara ~
    =------=
         MP Cost: 15
         Magic Level: 3
         Area Of Effect: All foes
         Shop Location: Elfheim Black Magic Shop (Level 3)
         Description: Deals lightning damage to all foes. The electrically
                      charged version of Blizzara and Fira is Thundara.
                      Judging by the ending suffix of "-ara," this particular
                      spell is median in terms of magic power compared to
                      Thunder and Thundaga. With a quick casting, Thundara
                      can easily clear out a group of enemies. Against water-
                      based enemies, it's even more effective.

    Focara ~
    =----=
         MP Cost: 10
         Magic Level: 3
         Area Of Effect: All foes
         Shop Location: Elfheim Black Magic Shop (Level 3)
         Description: Lowers evasion of all foes. Focara is simply a more
                      powerful version of Focus, which lowers the evade stats
                      of only one character. At the cost of more MP, Focara
                      works by lowering the evade statistics of every enemy
                      unit on the field! Being much more practical, Focara
                      makes all your foe's way easier to hit.

    Sleepra ~
    =-----=
         MP Cost: 15
         Magic Level: 4
         Area Of Effect: One foe
         Shop Location: Elfheim Black Magic Shop (Level 4)
         Description: Puts one foe to sleep. Here's something I don't
                      understand. The original Level 1 Sleep spell can put
                      all your foes to sleep. Sleepra however, at the cost
                      of more MP, puts only one enemy to sleep. Although
                      there might be a difference in this spell's accuracy
                      or longer effect, I still find Sleep to be more
                      effective as it hits every foe rather than one. Then
                      again, it's your choice.

    Haste ~
    =---=
         MP Cost: 15
         Magic Level: 4
         Area Of Effect: One ally
         Shop Location: Elfheim Black Magic Shop (Level 4)
         Description: Doubles one ally's number of attacks. Haste is one of
                      the more useful Black Magic spells. Simply put, it
                      doubles the amount of hits one of your unit's carries
                      out. For example, if your Warrior deals 2 hits for 60
                      HP damage, next turn, he will deal 4 hits for a whole
                      120 HP damage! Especially in boss fights, casting Haste
                      on your physical units will be sure to give you a major
                      edge.

    Confuse ~
    =-----=
         MP Cost: 15
         Magic Level: 4
         Area Of Effect: All foes
         Shop Location: Elfheim Black Magic Shop (Level 4)
         Description: Causes foes to turn on each other. When your foes turn
                      on each other, they have a better chance of hitting
                      each rather than hitting you! This means added damage
                      as well as taking less damage because your opponents
                      are far too busy dishing it out with themselves. A
                      battle can easily become way easier once you use
                      Confuse. Surely, you can get in a few laughs while you
                      win out.

    Blizzara ~
    =------=
         MP Cost: 18
         Magic Level: 4
         Area Of Effect: All foes
         Shop Location: Elfheim Black Magic Shop (Level 4)
         Description: Deals ice damage to all foes. A little step up from the
                      other two spells: Fira and Thundara, Blizzara is a
                      target-all magic spell that deals ice damage. Although
                      the MP cost is a good 3 points above Fira and Thundara,
                      Blizzara almost deals exactly the same damage. Take
                      advantage of elemental weaknesses, and send a full-
                      powered Blizzara strike against them.

    Firaga ~
    =----=
         MP Cost: 30
         Magic Level: 5
         Area Of Effect: All foes
         Shop Location: Melmond Black Magic Shop
         Description: Deals fire damage to all foes. Being the most powerful
                      fire spell, the heavy MP cost should be expected. At
                      30 MP, you will need double the MP it took to cast
                      Fira. However, Firaga is a very powerful spell that
                      can dish out heavy damage. When used against those weak
                      to fire, the damage can go right off the chart.

    Scourge ~
    =-----=
         MP Cost: 28
         Magic Level: 5
         Area Of Effect: All foes
         Shop Location: Melmond Black Magic Shop
         Description: Kills all foes instantly. If you can handle the
                      horrible inaccuracy, Scourge can actually be pretty
                      useful. Basically, it targets all foes and takes them
                      down instantly. However, most of the time, it will
                      miss. Even so, Scourge works well at taking down a few
                      units anyway. If you really get lucky, it's an instant
                      KO to everyone.

    Teleport ~
    =------=
         MP Cost: --
         Magic Level: 5
         Area Of Effect: --
         Shop Location: Melmond Black Magic Shop
         Description: Transports party to previous floor. Teleport really
                      isn't a battle effective spell. Instead, it makes your
                      life much easier by transporting your team to the
                      previous floor. In those dungeons where it's very easy
                      to get lost, your Black Wizard can simply cast Teleport
                      and you're back.

    Slowra ~
    =----=
         MP Cost: 18
         Magic Level: 5
         Area Of Effect: One foe
         Shop Location: Melmond Black Magic Shop
         Description: Reduces one foe's number of attacks. Usually when an
                      enemy is pounding you with attacks, your Black Mage can
                      cast Slowra and the enemy's attack rate will go down
                      by half. If an enemy unit deals 4 hits for 200 damage,
                      next turn, that enemy will only deal 2 hits for 100
                      damage.

    Thundaga ~
    =------=
         MP Cost: 35
         Magic Level: 6
         Area Of Effect: All foes
         Shop Location: Crescent Lake Black Magic Shop
         Description: Deals lightning damage to all foes. Water-based enemies
                      will eventually learn to fear Thundaga and its magical
                      power. Although bearing a heavy MP cost, Thundaga can
                      deal heavy lightning damage to all monsters on the
                      field. Usually, your Black Mage should be able to clear
                      out an entire enemy team with one casting. However, be
                      sure to avoid throwing away too much MP.

    Death ~
    =---=
         MP Cost: 30
         Magic Level: 6
         Area Of Effect: One foe
         Shop Location: Crescent Lake Black Magic Shop
         Description: Kills one foe instantly. Rather than just cutting away
                      at an enemy's HP to put them down, a Black Mage can
                      simply cast Death, and that unit will cease to exist.
                      Although a very easy way to take care of an enemy team,
                      I wouldn't recommend using Death too often as it will
                      quickly drain your MP bar. Also, certain foes cannot be
                      affected by Death.

    Quake ~
    =---=
         MP Cost: 32
         Magic Level: 6
         Area Of Effect: All foes
         Shop Location: Crescent Lake Black Magic Shop
         Description: Calls an earthquake to swallow foes. At the cost of two
                      more MP, Quake works by KOing all enemy units rather
                      than one. Though it is a bit more inaccurate, Quake can
                      help clear monsters leaving two or three left. Before
                      using it however, remember that flying monsters are not
                      affected by Quake.

    Stun ~
    =--=
         MP Cost: 20
         Magic Level: 6
         Area Of Effect: One foe
         Shop Location: Crescent Lake Black Magic Shop
         Description: Paralyzes one foe. When an unit is paralyzed, it will
                      be incapable of performing any actions whatsoever.
                      When against harder monsters, it would be smart to
                      paralyze them so they would not be capable of
                      performing any form of attack. Paralysis does run out
                      after a while.

    Blizzaga ~
    =------=
         MP Cost: 40
         Magic Level: 7
         Area Of Effect: All foes
         Shop Location: Gaia Black Magic Shop (Level 7)
         Description: Deals ice damage to all foes. Blizzaga is the most
                      powerful of all ice moves. When casted, your Black
                      Mage/Wizard will be capable of freezing your opponents
                      to, most of the time, death. However, due to the
                      extremely high MP cost, one might find it best to
                      just cast it when really needed.

    Break ~
    =---=
         MP Cost: 30
         Magic Level: 7
         Area Of Effect: One foe
         Shop Location: Gaia Black Magic Shop (Level 7)
         Description: Petrifies one foe. Petrifying foes can usually make a
                      battle easier. Especially against tougher opponents,
                      a petrified foe will be incapable of performing any
                      action making the petrified unit an easy target. While
                      it's a very effective spell, keep in mind that certain
                      units cannot be petrified. Along with that, using Break
                      on easy enemies would just be a waste of MP. MP cost
                      is pretty hefty.

    Saber ~
    =---=
         MP Cost: 25
         Magic Level: 7
         Area Of Effect: Caster
         Shop Location: Onrac Black Magic Shop
         Description: Raises caster's attack and accuracy. Especially for
                      longer battles, Saber can help your Black Wizard dish
                      out more damage in case he ever needs to resort to
                      physical fighting. Along with that, magical spells have
                      higher chances of hitting to maximize damage.

    Blind ~
    =---=
         MP Cost: 25
         Magic Level: 7
         Area Of Effect: One foe
         Shop Location: Onrac Black Magic Shop
         Description: Blinds one foe with darkness. If a foe gets blinded
                      with darkness, its accuracy and agility goes down
                      considerably. Usually, more difficult enemies can be
                      the best affected by Blind. If you can minimize an
                      enemy's accuracy, putting it out of commission will be
                      difficulty.

    Flare ~
    =---=
         MP Cost: 50
         Magic Level: 8
         Area Of Effect: All foes
         Shop Location: Lufenia Black Magic Shop
         Description: Blasts all foes with light and heat. The greatest
                      Black Magic spell of them all, Flare is the perfect
                      example of what a Black Wizard is capable of casting.
                      A casting will send light damage against all your
                      opponents for DEVASTATING damage. Even the toughest of
                      monsters will fall to Flare's destructive power. Use
                      it at your own risk.

    Stop ~
    =--=
         MP Cost: 30
         Magic Level: 8
         Area Of Effect: All foes
         Shop Location: Gaia Black Magic Shop (Level 8)
         Description: Stops time and paralyzes all foes. While past spells
                      such as Stun only paralyzed one enemy, Stop will stop
                      time paralyzing all your opponents right off the bat.
                      A Stop'd enemy team is an easy target. However, be
                      aware that paralysis wears off over time.

    Warp ~
    =--=
         MP Cost: 38
         Magic Level: 8
         Area Of Effect: All foes
         Shop Location: Gaia Black Magic Shop (Level 8)
         Description: Banishes foes to another dimension. Warping an enemy
                      out basically KOs them regardless of wherever they
                      warp to. Warp will affect all foes which is a good
                      thing. However, a perfect hit is not guaranteed as
                      accuracy is not one of Warp's strong points. If you
                      want to clear out a group of enemies quickly, Warp
                      plays a good role.

    Kill ~
    =--=
         MP Cost: 40
         Magic Level: 8
         Area Of Effect: One foe
         Shop Location: Gaia Black Magic Shop (Level 8)
         Description: Kills one foe instantly. The final Black Magic spell
                      is Kill. With a quick casting, your Black Wizard can
                      KO an unit with Kill. However, there are still other
                      Black Magic spells that KO units. Whether or not you
                      choose to use Kill with its higher MP cost is up to
                      you.

~-----------------------------------------------------------------------------~
        ~ 3.1. White Magic ~                                     [8200]
~-----------------------------------------------------------------------------~

    Cure ~
    =--=
         MP Cost: 3
         Magic Level: 1
         Area Of Effect: One ally
         Shop Location: Cornelia White Magic Shop
         Description: Restores a little HP to one ally. The most practical
                      White Magic spell out of all them would probably be
                      Cure. Rather than wasting Potions, use Cure to heal an
                      ally. Being the least powerful HP healing spell, Cure
                      should eventually be replaced by the much more effective
                      Cura and Curaga that will appear later in the game.

    Dia ~
    =-=
         MP Cost: 5
         Magic Level: 1
         Area Of Effect: All foes
         Shop Location: Cornelia White Magic Shop
         Description: Deals damage to all undead foes. Dia is a useful spell
                      especially in dungeons where undead creatures roam.
                      This holy spell, although powerful, can only damage
                      creatures such as Zombies or Ghouls. If you try to use
                      it on living enemies, nothing will happen.

    Protect ~
    =-----=
         MP Cost: 3
         Magic Level: 1
         Area Of Effect: One ally
         Shop Location: Cornelia White Magic Shop
         Description: Raises one ally's defense. Especially in tougher
                      battles, you can defend against physical attacks by
                      casting Protect on an ally. Units such as White Mages
                      or Black Mages usually don't excel in Defense stats.
                      Attacks against them can be softened if a Protect
                      barrier is casted on them.

    Blink ~
    =---=
         MP Cost: 3
         Magic Level: 1
         Area Of Effect: Caster
         Shop Location: Cornelia White Magic Shop
         Description: Raises caster's evasion. Rather than just keeping up
                      the defense, you can avoid strikes (and therefore any
                      damage) completely by just upping your own evade stats.
                      Blink will definitely help your White Mage out by
                      making him much harder to hit. Blink is sure to get
                      some foes fuming. The only disadvantage is the fact
                      that it can only affect the caster.

    Blindna ~
    =-----=
         MP Cost: 3
         Magic Level: 2
         Area Of Effect: One ally
         Shop Location: Pravoka White Magic Shop
         Description: Cures darkness. Blindna's job as a spell is pretty
                      straightforward. Darkness can become a nuisance as it
                      makes it so that an infected unit loses a crazy amount
                      of Accuracy. Especially when an already low-accuracy
                      unit is affected, it becomes much more problematic.
                      Heal this status ailment with Blindna. The low MP cost
                      makes it fairly portable.

    Silence ~
    =-----=
         MP Cost: 5
         Magic Level: 2
         Area Of Effect: All foes
         Shop Location: Pravoka White Magic Shop
         Description: Prevents all foes from casting spells. While your team
                      might use magic, throughout the game, enemies will send
                      magic spells at you just as well. An easy way to
                      prevent magic attacks against your team would be to
                      simply silence them. When an enemy is silenced, that
                      unit will be incapable of speaking and therefore won't
                      be able to use any form of magic spells whatsoever.

    NulShock ~
    =------=
         MP Cost: 8
         Magic Level: 2
         Area Of Effect: All allies
         Shop Location: Pravoka White Magic Shop
         Description: Reduces lightning damage by half. There are a few ways
                      to prevent or counter magic spells. NulShock can help
                      defend against any lightning elemental castings against
                      your team. By building up a barrier, NulShock can
                      resist lightning damage reducing damage by a good
                      50%.

    Invis ~
    =---=
         MP Cost: 5
         Magic Level: 2
         Area Of Effect: One ally
         Shop Location: Pravoka White Magic Shop
         Description: Raises one ally's evasion. Unlike the Level 1 spell
                      Blink, Invis is capable of raising the evade stats of
                      any unit on your team; that means not just your White
                      Mage/Red Mage/Knight caster. Raise evade stats to make
                      enemy strikes against them more easily avoidable. More
                      evasive allies will be much harder to hit.

    Cura ~
    =--=
         MP Cost: 10
         Magic Level: 3
         Area Of Effect: One ally
         Shop Location: Elfheim White Magic Shop (Level 3)
         Description: Restores HP to one ally. At the cost of 7 more MP,
                      your White Mage can boost the amount of HP healed
                      when compared to Cure. In fact, the extra amount can
                      usually double or triple at times. Obviously, Cura
                      should only be used for critical healing and not just
                      a few points. The MP cost will run you dry if used
                      every single time.

    Diara ~
    =---=
         MP Cost: 12
         Magic Level: 3
         Area Of Effect: Al foes
         Shop Location: Elfheim White Magic Shop (Level 3)
         Description: Deals damage to all undead foes. A boosted version of
                      Dia, Diara works by casting a holy spell to banish the
                      undead. However, Diara will ONLY work on undead
                      creatures. Monsters like Zombies or Ghouls will be
                      heavily affected but the average "living" monster won't
                      be touched at all.

    NulBlaze ~
    =------=
         MP Cost: 8
         Magic Level: 3
         Area Of Effect: All allies
         Shop Location: Elfheim White Magic Shop (Level 3)
         Description: Reduces fire damage by half. NulBlaze works by building
                      up a fire-resistant barrier to counter against those
                      pesky fire spells. By reducing damage by a whole 50%,
                      NulBlaze can be sure to keep your team protected.
                      Do note that NulBlaze only builds up a barrier to
                      protect against fire. For the others, you will need to
                      cast NulShock or NulFrost.

    Heal ~
    =--=
         MP Cost: 10
         Magic Level: 3
         Area Of Effect: All allies
         Shop Location: Elfheim White Magic Shop (Level 3)
         Description: Restores a little HP to entire party. Heal has about
                      the same HP healing power as Cure. The only difference
                      is the fact that Heal actually heals your entire party
                      while Cure can only be casted on one member at a time.
                      The MP cost is the same as Cura, but the healing power
                      can help your entire party. If none of your units are
                      in dire need of HP, Heal can be more useful by
                      refreshing a little HP for each of your members.

    Poisona ~
    =-----=
         MP Cost: 3
         Magic Level: 4
         Area Of Effect: One ally
         Shop Location: Elfheim White Magic Shop (Level 4)
         Description: Cures poison. Poisona has a very practical use. Poison
                      can be particularly annoying whenever you happen to be
                      infected. During battle, a poisoned unit will lose HP
                      rapidly. Unlike other status ailments however, poison
                      lasts while on the world map. For every step you take,
                      a team member will lose one HP. Instead of repeatedly
                      using Antidotes, your White Mage can simply cast
                      Poisona and rid it. The low MP cost should encourages
                      use whenever you need to.

    Fear ~
    =--=
         MP Cost: 10
         Magic Level: 4
         Area Of Effect: All foes
         Shop Location: Elfheim White Magic Shop (Level 4)
         Description: Drives all foes away in terror. The more timid an enemy
                      is, the much easier it is to scare them. When using
                      Fear though, know that actually getting enemies to run
                      away is not always guaranteed. Some enemies, including
                      undead creatures, simply will not run away. It's just
                      my opinion, but I always find it easier to just defeat
                      enemies rather than trying to get them to run away.

    NulFrost ~
    =------=
         MP Cost: 8
         Magic Level: 4
         Area Of Effect: All allies
         Shop Location: Elfheim White Magic Shop (Level 4)
         Description: Reduces ice damage by half. NulFrost, when casted, will
                      build up a barrier that helps your team resist all ice
                      attacks against you. It actually works pretty well
                      considering the fact that it actually reduces damage
                      by a _whole_ 50%. Even so, know that a NulFrost barrier
                      won't protect against fire and other spells like that.
                      There are other barriers for that.

    Vox ~
    =-=
         MP Cost: 3
         Magic Level: 4
         Area Of Effect: One ally
         Shop Location: Elfheim White Magic Shop (Level 4)
         Description: Cures silence. Silence is a particularly annoying
                      status ailment against mages or other magic casters.
                      Basically, a silenced unit will be incapable of casting
                      spells. Without being able to utter a single chant,
                      magic is an impossibility. Luckily, Vox can help clear
                      up silence and allow an unit to speak once more.

    Curaga ~
    =----=
         MP Cost: 20
         Magic Level: 5
         Area Of Effect: One ally
         Shop Location: Melmond White Magic Shop
         Description: Restores a lot of HP to one ally. The second to most
                      powerful healing spell, Curaga heals a LOT of HP at
                      the cost of a LOT of MP of course. You really should
                      only cast Curaga when your units are in dire need of
                      HP. Repeated use of Curaga will definitely drain your
                      MP meter. For smaller healings, use lesser healing
                      spells.

    Life ~
    =--=
         MP Cost: 20
         Magic Level: 5
         Area Of Effect: One ally
         Shop Location: Melmond White Magic Shop
         Description: Revives one KO'd ally. Rather than having to use a
                      Phoenix Down or bringing your units to a Sanctuary,
                      as long as your White Mage has to MP for it, you can
                      simply use Life and your fallen unit will magically
                      revive. However, giving life back to someone will
                      generate a hefty MP price. Even so, it beats leaving
                      someone dead.

    Diaga ~
    =---=
         MP Cost: 25
         Magic Level: 5
         Area Of Effect: All foes
         Shop Location: Melmond White Magic Shop
         Description: Deals damage to all undead foes. Diaga raises the
                      damage meter against those undead creatures. Diaga
                      takes a step up from the original Dia or Diara but
                      like always, Diaga's area of effect only deals damage
                      to undead creatures.

    Healara ~
    =-----=
         MP Cost: 25
         Magic Level: 5
         Area Of Effect: All allies
         Shop Location: Melmond White Magic Shop
         Description: Restores HP to entire party. Healara takes a higher
                      MP price, but heals more HP considerably. The amount
                      of HP normally healed is somewhere in between Cure and
                      Cura. The only difference of course is Healara heals
                      your entire group. For single healing, use the Cure/
                      Cura/Curaga as they are far more effective with a lower
                      MP cost.

    Stona ~
    =---=
         MP Cost: 10
         Magic Level: 6
         Area Of Effect: One ally
         Shop Location: Crescent Lake White Magic Shop
         Description: Cures stone. When one of your units gets stoned (not
                      the drug-addict way), that unit will will be incapable
                      of doing anything. A Gold Needle can cure stone status,
                      but they can also be expensive occasionally. Even so,
                      if you're paranoid thinking that one of your units
                      might get stoned (!!!) while in the middle of a
                      dungeon, take necessary precautions with Stona.

    Exit ~
    =--=
         MP Cost: --
         Magic Level: 6
         Area Of Effect: --
         Shop Location: Crescent Lake White Magic Shop
         Description: Transports party out of dungeons. More of an utility
                      spell than an actual casting, Exit's main purpose is
                      pretty simple. Use Exit to transport your team out of
                      of any dungeon, no questions asked. This can be an
                      invaluable tool as you progress through tougher and
                      complex dungeons.

    Protera ~
    =-----=
         MP Cost: 20
         Magic Level: 6
         Area Of Effect: All allies
         Description: Raises party's defense. By casting Protera on all of
                      your units, physical attacks against you will be
                      cushioned. Units with lower defense stats will find
                      Protera to be very useful in staying alive from some
                      physical attacks. Keep in mind that Protera does not
                      protect from magic spells.

    Invisira ~
    =------=
         MP Cost: 25
         Magic Level: 6
         Area Of Effect: All allies
         Description: Raises party's evasion. So you're White Mage is idle
                      after using Healara, casting Protera, and using Life to
                      revive a dead unit. Decrease an opponent's chance of
                      hitting all of your units by simply raising evasion
                      through Invisira. The high-end MP cost might be a
                      scare, but Invisira helps evasion drastically.

    Curaja ~
    =----=
         MP Cost: 35
         Magic Level: 7
         Area Of Effect: One ally
         Shop Location: Gaia White Magic Shop (Level 7)
         Description: Fully restores one ally's HP. At the cost of a lot of
                      MP, an unit can be healed up to full health through a
                      single casting of Curaja. This spell is very convenient
                      especially in dungeons. Use Curaja only when it's
                      absolutely required to help conserve MP.

    Diaja ~
    =---=
         MP Cost: 35
         Magic Level: 7
         Area Of Effect: All foes
         Shop Location: Gaia White Magic Shop (Level 7)
         Description: Deals damage to all undead foes. Undead enemies will
                      shrivel up, usually dying within a single casting of
                      Diaja. Heavy holy damage makes Diaja the most powerful
                      out of all the Dia spells. When casting Diaja, make
                      sure that there are at least some undead monsters on
                      the playing field. Live monsters or enemies will not
                      be affected at all by Diaja.

    NulDeath ~
    =------=
         MP Cost: 28
         Magic Level: 7
         Area Of Effect: All allies
         Shop Location: Onrac White Magic Shop
         Description: Raises party's defense against death. NulDeath has one
                      special purpose. By putting up an anti-death barrier,
                      your party is pretty much oblivious to automatic death
                      attacks. Those enemies that would normally put you down
                      for the count with automatic KO attacks will fail to
                      break NulDeath's barrier.

    Healaga ~
    =-----=
         MP Cost: 38
         Magic Level: 7
         Area Of Effect: All allies
         Shop Location: Onrac White Magic Shop
         Description: Restores a lot of HP to entire party. The best party
                      healing spell out there, Healaga gives back your entire
                      party a lot of HP. Usually, it's very convenient
                      especially when your entire party is in need of
                      healing. Healaga makes healing easier, but its MP cost
                      surpasses even that of Curaja. Use Healaga when the
                      situation arises.

    Full-Life ~
    =-------=
         MP Cost: 40
         Magic Level: 8
         Area Of Effect: One ally
         Shop Location: Lufenia Black Magic Shop
         Description: Revives one ally and fully restores HP. Having to use
                      Phoenix Downs will never be required again with Full-
                      Life. As long as your White Wizard has a good stock of
                      MP, Full-Life should satisfy your team when reviving is
                      required. Unlike Phoenix Downs or the weaker Life
                      spell, Full-Life revives and brings back to full HP
                      providing a 2-in-1 deal.

    Holy ~
    =--=
         MP Cost: 50
         Magic Level: 8
         Area Of Effect: All foes
         Shop Location: Gaia White Magic Shop (Level 8)
         Description: Damages all foes with holy light. Apart from the
                      undead-killing Dia spells, Holy is the only White
                      Magic spell that actually inflicts damage on an enemy
                      team. Damage dealt is holy based, so undead creatures
                      will still be very damaged. Holy is convenient as it
                      can damage live creatures too.

    NulAll ~
    =----=
         MP Cost: 40
         Magic Level: 8
         Area Of Effect: All allies
         Shop Location: Gaia White Magic Shop (Level 8)
         Description: Reduces damage from spells by half. The enchilada of
                      all the barrier spells, NulAll will hold a barrier
                      protecting ALL of your units from every single possible
                      magic spell. Magic using enemies will be rendered
                      almost useless. It's a really good idea to cast NulAll
                      on your units before most boss fights.

    Dispel ~
    =----=
         MP Cost: 35
         Magic Level: 8
         Area Of Effect: One foe
         Shop Location: Gaia White Magic Shop (Level 8)
         Description: Negates one foe's magical defenses. For those foes that
                      enjoy casting barriers or Protect on themselves, Dispel
                      works well by disregarding those status enhancements
                      immediately. Dispel is a good offensive spell without
                      actually being an offensive spell... if you know what
                      I mean.


*=============================================================================*
   +---------------------------------------------------------------------+
                               9. Shop Listing                   [9000]
   +---------------------------------------------------------------------+
*=============================================================================*

Below are all the shops found throughout the Final Fantasy world. For
equipment-specific information, refer to the Equipment Listing section. For
magic-specific information, refer to the Magic Spells section. The following
shops are listed in the order they appear while progressing through the game.

~-----------------------------------------------------------------------------~
        ~ 9.1. Weapon Shops ~                                    [9100]
~-----------------------------------------------------------------------------~

           Cornelia Weapon Shop ~
           ====================
                * Nanchaku -- Wooden Nunchaku.
                     Cost: 8 Gil
                     Class: Monk, Master, Ninja

                * Knife -- A small knife.
                     Cost: 4 Gil
                     Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                            Ninja, Red Wizard, Black Wizard

                * Staff -- A wooden staff.
                     Cost: 4 Gil
                     Class: Warrior, Monk, Red Mage, White Mage, Black Mage,
                            Knight, Master, Red Wizard, White Wizard, Black
                            Wizard.

                * Rapier -- A sword with a slender blade.
                     Cost: 8 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

                * Hammer -- A hammer made for battle.
                   st: 8 Gil
                     Class: Warrior, White Mage, Knight, White Wizard, Ninja

           Pravoka Weapon Shop ~
           ===================
                * Hammer -- A hammer made for battle.
                     Cost: 8 Gil
                     Class: Warrior, White Mage, Knight, White Wizard, Ninja

                * Broadsword -- Sword with a wide, double-edged blade.
                     Cost: 450 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Battle Axe -- An axe made for battle.
                     Cost: 450 Gil
                     Class: Warrior, Knight, Ninja

                * Scimitar -- A sword with a curved blade.
                     Cost: 160 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

           Elfheim Weapon Shop ~
           ===================
                * Iron Nunchaku -- Nunchaku made of iron.
                     Cost: 160 Gil
                     Class: Monk, Master

                * Dagger -- A large knife.
                     Cost: 140 Gil
                     Class: Warrior, Thief, Red Mage, Black Mage, Knight,
                            Ninja, Red Wizard, Black Wizard

                * Crosier -- A staff topped with an iron ring.
                     Cost: 160 Gil
                     Class: Warrior, Monk, Knight, Master, Ninja

                * Saber -- A long sword made for piercing.
                     Cost: 360 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

           Melmond Weapon Shop ~
           ===================
                * Crosier -- A staff topped with an iron ring.
                     Cost: 160 Gil
                     Class: Warrior, Monk, Knight, Master, Ninja

                * Saber -- A long sword made for piercing.
                     Cost: 360 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

                * Longsword -- A large, double-edged sword.
                     Cost: 1200 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Falchion -- A sword that widens toward its tip.
                     Cost: 360 Gil
                     Class: Warrior, Thief, Red Mage, Knight, Ninja, Red
                            Wizard

           Gaia Weapon Shop ~
           ================
                * Cat Claws -- A weapon with razor-sharp blades.
                     Cost: 52000 Gil
                     Class: Knight, Ninja, Red Wizard, Black Wizard

~-----------------------------------------------------------------------------~
        ~ 9.2. Armor Shops ~                                     [9200]
~-----------------------------------------------------------------------------~

           Cornelia Armor Shop ~
           ===================
                * Clothes -- Ordinary clothing.
                     Cost: 4 Gil
                     Class: [All]

                * Leather Armor -- Armor made of hardened leather.
                     Cost: 40 Gil
                     Class: Warrior, Monk, Thief, Red Mage, Knight, Master,
                            Ninja, Red Wizard

                * Chain Mail -- Mail of interwoven chain links.
                     Cost: 65 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

           Pravoka Armor Shop ~
           ==================
                * Leather Armor -- Armor made of hardened leather.
                     Cost: 40 Gil
                     Class: Warrior, Monk, Thief, Red Mage, Knight, Master,
                            Ninja, Red Wizard

                * Chain Mail -- Mail of interwoven chain links.
                     Cost: 65 Gil
                     Class: Warrior, Red Mage, Knight, Red Wizard, Ninja

                * Iron Armor -- Armor made of thinly hammered iron.
                     Cost: 640 Gil
                     Class: Warrior, Knight, Ninja

                * Leather Shield -- A shield made of hardened leather.
                     Cost: 12 Gil
                     Class: Warrior, Knight, Ninja

                * Leather Gloves -- Gloves made of leather.
                     Cost: 50 Gil
                     Class: [All]

           Elfheim Armor Shop ~
           ==================
                * Iron Armor -- Armor made of thinly hammered iron.
                     Cost: 640 Gil
                     Class: Warrior, Knight, Ninja

                * Copper Armlet -- An armlet crafted from copper.
                     Cost: 800 Gil
                     Class: [All]

                * Iron Shield -- A shield wrought from iron.
                     Cost: 80 Gil
                     Class: Warrior, Knight, Ninja

                * Leather Cap -- A cap made of leather.
                     Cost: 65 Gil
                     Class: [All]

                * Helm -- A small helm.
                     Cost: 80 Gil
                     Class: Warrior, Knight, Ninja

           Melmond Armor Shop ~
           ==================
                * Knight's Armor -- Armor crafted from steel plate.
                     Cost: 36000 Gil
                     Class: Warrior, Knight

                * Silver Armlet -- An armlet of worked silver.
                     Cost: 4000 Gil
                     Class: [All]

                * Great Helm -- A helm that covers the entire head.
                     Cost: 360 Gil
                     Class: Warrior, Knight, Ninja

                * Bronze Gloves -- Gloves made of bronze.
                     Cost: 160 Gil
                     Class: Warrior, Knight, Ninja

                * Steel Gloves -- Gloves made of steel.
                     Cost: 600 Gil
                     Class: Warrior, Knight, Ninja

           Gaia Armor Shop ~
           ===============
                * Ruby Armlet -- An armlet ornamented with rubies.
                     Cost: 40000 Gil
                     Class: [All]

                * Protect Ring -- Ring that guards against instant death.
                     Cost: 16000 Gil
                     Class: [All]

~-----------------------------------------------------------------------------~
        ~ 9.3. Black Magic Shops ~                               [9300]
~-----------------------------------------------------------------------------~

           Cornelia Black Magic Shop ~
           =========================
                * Fire -- Deals fire damage to one foe.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Sleep -- Puts all foes to sleep.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Focus -- Lowers one foe's evasion.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Thunder -- Deals lightning damage to one foe.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Pravoka Black Magic Shop ~
           ========================
                * Blizzard -- Deals ice damage to one foe.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Dark -- Blinds all foes with darkness.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Temper -- Raises one ally's attack.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Slow -- Reduces all foes' number of attacks.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Elfheim Black Magic Shop (Level 3) ~
           ==================================
                * Fira -- Deals fire damage to all foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Hold -- Paralyzes one foe.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Thundara -- Deals lightning damage to all foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Focara -- Lowers evasion of all foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Elfheim Black Magic Shop (Level 4) ~
           ==================================
                * Sleepra -- Puts one foe to sleep.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Haste -- Doubles one ally's number of attacks.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Confuse -- Causes foes to turn on each other.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

                * Blizzara -- Deals ide damage to all foes.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard,
                            Ninja

           Melmond Black Magic Shop ~
           ========================
                * Firaga -- Deals fire damage to all foes.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard

                * Scourge -- Instantly kills all foes.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Black Mage, Black Wizard, Red Wizard

                * Teleport -- Transports party to previous floor.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Wizard, Black Wizard

                * Slowra -- Reduces one foe's number of attacks.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Mage, Black Mage, Red Wizard, Black Wizard

           Gaia Black Magic Shop (Level 7) ~
           ===============================
                * Blizzaga -- Deals ice damage to all foes.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Mage, Black Wizard, Red Wizard

                * Break -- Petrifies one foe.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Wizard

           Gaia Black Magic Shop (Level 8) ~
           ===============================
                * Stop -- Stops time and paralyzes all foes.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

                * Warp -- Banishes foes to another dimension.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

                * Kill -- Instantly kills one foe.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

           Onrac Black Magic Shop ~
           ======================
                * Saber -- Raises caster's attack and accuracy.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Wizard

                * Blind -- Blinds one foe with darkness.
                     Level: 7
                     Cost: 30000 Gil
                     Class: Black Mage, Black Wizard

           Lufenia Black Magic Shop ~
           ========================
                * Flare -- Blasts all foes with light and heat.
                     Level: 8
                     Cost: 40000 Gil
                     Class: Black Wizard

~-----------------------------------------------------------------------------~
        ~ 9.3. White Magic Shops ~                               [9300]
~-----------------------------------------------------------------------------~

           Cornelia White Magic Shop ~
           =========================
                * Cure -- Restores a little HP to one ally.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Dia -- Deals damage to all undead foes.
                     Level: 1
                     Cost: 50 Gil
                     Class: White Mage, White Wizard

                * Protect -- Raises one ally's defense.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Blink -- Raises caster's evasion.
                     Level: 1
                     Cost: 50 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

           Pravoka White Magic Shop ~
           ========================
                * Blindna -- Cures darkness.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Silence -- Prevents all foes from casting spells.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * NulShock -- Reduces lightning damage by half.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Invis -- Raises one ally's evasion.
                     Level: 2
                     Cost: 250 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

           Elfheim White Magic Shop (Level 3) ~
           ==================================
                * Cura -- Restores HP to one ally.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Diara -- Deals damage to all undead foes.
                     Level: 3
                     Cost: 1000 Gil
                     Class: White Mage, White Wizard

                * Nulblaze -- Reduces fire damage by half.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

                * Heal -- Restores a little HP to entire party.
                     Level: 3
                     Cost: 1000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard,
                            Knight

           Elfheim White Magic Shop (Level 4) ~
           ==================================
                * Poisona -- Cures poison.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard

                * Fear -- Drives all foes away in terror.
                     Level: 4
                     Cost: 2500 Gil
                     Class: White Mage, White Wizard

                * NulFrost -- Reduces ice damage by half.
                     Level: 4
                     Cost: 2500 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard

                * Vox -- Cures silence.
                     Level: 4
                     Cost: 2500 Gil
                     Class: White Mage, Red Wizard, White Wizard

           Melmond White Magic Shop ~
           ========================
                * Curaga -- Restores a lot of HP to one ally.
                     Level: 5
                     Cost: 4000 Gil
                     Class: Red Mage, White Mage, Red Wizard, White Wizard

                * Life -- Revives one KO'd ally.
                     Level: 5
                     Cost: 4000 Gil
                     Class: White Mage, White Wizard, Red Wizard

                * Diaga -- Deals damage to all undead foes.
                     Level: 5
                     Cost: 4000 Gil
                     Class: White Mage, White Wizard

                * Healara -- Restores HP to entire party.
                     Level: 5
                     Cost: 4000 Gil
                     Class: White Mage, White Wizard

           Gaia White Magic Shop (Level 7) ~
           ===============================
                * Curaja -- Fully restores one ally's HP.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Wizard

                * Diaja -- Deals damage to all undead foes.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Wizard

           Gaia White Magic Shop (Level 8) ~
           ===============================
                * Holy -- Damages all foes with holy light.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

                * NulAll -- Reduces damage from spells by half.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

                * Dispel -- Negates one foe's magical defenses.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

           Onrac White Magic Shop ~
           ======================
                * NulDeath -- Enhances party's defense against death.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Mage, White Wizard, Red Wizard

                * Healaga -- Restores a lot of HP to entire party.
                     Level: 7
                     Cost: 30000 Gil
                     Class: White Mage, White Wizard

           Lufenia White Magic Shop ~
           ========================
                * Full-Life -- Revives one ally and fully restores HP.
                     Level: 8
                     Cost: 40000 Gil
                     Class: White Wizard

~-----------------------------------------------------------------------------~
        ~ 9.4. Item Shops ~                                      [9400]
~-----------------------------------------------------------------------------~

           Cornelia Item Shop ~
           ==================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Antidote -- Cures poison.
                     Cost: 50 Gil

                * Phoenix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

                * Sleeping Bag -- Partially restores party's HP.
                     Cost: 50 Gil

           Pravoka Item Shop ~
           =================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Antidote -- Cures poison.
                     Cost: 50 Gil

                * Eye Drops -- Cures darkness.
                     Cost: 50 Gil

                * Phoneix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

           Elfheim Item Shop ~
           =================
                * Potion -- Restores 50 HP.
                     Cost: 40 Gil

                * Antidote -- Cures poison.
                     Cost: 50 Gil

                * Gold Needle -- Cures stone.
                     Cost: 500 Gil

                * Echo Grass -- Cures silence.
                     Cost: 50 Gil

                * Tent -- Partially restores party's HP and MP.
                     Cost: 160 Gil

           Gaia Item Shop ~
           ==============
                * Hi-Potion -- Restores 150 HP.
                     Cost: 150 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Phoenix Down -- Revives one KO'd ally.
                     Cost: 500 Gil

                * Tent -- Partially restores party's HP and MP.
                     Cost: 160 Gil

                * Cottage -- Fully restores party's HP and MP.
                     Cost: 2000 Gil

           Onrac Item Shop ~
           ===============
                * Hi-Potion -- Restores 150 HP.
                     Cost: 150 Gil

                * Ether -- Restores 50 MP.
                     Cost: 150 Gil

                * Remedy -- Cures ailments except for stone and KO.
                     Cost: 1500 Gil

                * Gold Needle -- Cures stone.
                     Cost: 500 Gil

                * Cottage -- Fully restores party's HP and MP.
                     Cost: 2000 Gil

*=============================================================================*
   +---------------------------------------------------------------------+
                              10. Boss Listing                  [10000]
   +---------------------------------------------------------------------+
*=============================================================================*

Below are the main bosses of Final Fantasy. They are listed in the order which
you should engage them. For stat-specific information on each boss, refer to
the Bestiary and search for the boss name.

[-----------------------------------------------------------------------------]

    Garland -- 212 HP ~
    =---------------=
         Difficulty: Medium
         Location: Chaos Shrine
         Recommended Level: 4+
         Description: This is the fight against Garland, the first boss
                      battle of the game. Obviously, you might have a bit
                      more trouble here then with some of the weaker enemies
                      hanging around. If you are at a legitimate level, the
                      battle will flow much quicker. Garland himself has
                      pretty high attack stats. For the most part, he spends
                      all his turns just hitting your units. Use offensive
                      magic and a bunch of physical strikes to take him down.
                      Use Potions and White Mage Cures when you need them. As
                      long as you're diligent, Garland will fall easily.

    Astos -- 420 HP ~
    =-------------=
         Difficulty: Medium
         Location: Western Keep
         Recommended Level: 16+
         Description: The real King of the Dark Elves has his evil intentions
                      of taking over the world. While engaging, take
                      necessary precautions as Astos really is no pushover.
                      The King of the Dark Elves has a lot of abilities up
                      his sleeves. First off, his physical attack can deal
                      heavy damage with each strike. Keep your vulnerable
                      units protected using a White Mage's Protect. Your
                      White Mage should spend the entire battle keeping your
                      units in tip-top shape. Astos, unlike Garland, is
                      capable of sending magic spells at you as well. His
                      most dangerous, Death, is basically the Level 6 Black
                      Mage spell. With one casting, Death can automatically
                      kill one of your units. However, it is easily evaded.
                      You can prevent it from hitting by raising your unit's
                      evade stats through using Invis (if you know it). Astos
                      might be tough for a fat Dark Elf King, but with
                      effort, he is easily overwhelmed and defeated.

    Vampire -- 280 HP ~
    =---------------=
         Difficulty: Easy
         Location: Cavern of Earth
         Recommended Level: 24+
         Description: If you taught your White Mage Diaga, now would be a
                      great time to use it! For your magic casters, send your
                      most powerful elemental strike against this nameless
                      vampire. With your physical attackers, just go all-out
                      on him. Hopefully, this Vampire will be overwhelmed. It
                      is easy to defeat him within the first turn before he
                      even gets a chance to fight back!

    Lich -- 1200 HP ~
    =-------------=
         Difficulty: Hard
         Location: Cavern of Earth
         Recommended Level: 25+
         Description: Fat as he is, Lich is a vampire. Plain and simple, that
                      means that he's an undead creature. Undead monsters
                      have two main weaknesses. Dia and fire spells. Your
                      Black/Red Mage should be able to cast a good ol' Fira
                      against Lich which should damage him a lot. If your
                      White Mage has Dia/Diara/Diaga, by all means, blast him
                      with that too! Your physical units can't really do
                      anything except for using regular attacks. As a
                      vampire, Lich's physical attacks can do a lot of
                      damage. He also owns some Black Magic spells which can
                      deal some damage against you. If possible, use your
                      White Mage and bring up a NulFrost or NulBlaze barrier.
                      At the same time, cast Protect on everyone of your
                      units to soften the amount of impact from each of
                      his strikes. Don't be shy with healing and use Curaga
                      whenever needed. Keep pounding Lich with Diaga and
                      Firaga plus a few physical strikes and he will fall.

    Maralith -- 1440 HP ~
    =-----------------=
         Difficulty: Hard
         Location: Mount Gulg
         Recommended Level: 31+
         Description: Is it getting hot in here or is it just me? Maralith is
                      a gigantic serpent-like creature with many blades. She
                      has one main element. As a fire-caster, consider
                      putting up NulBlaze with your White Mage. Her HP is
                      high so you'll need to deal a lot of damage fast before
                      she takes you down. Casting Haste on your physical
                      units will work well in doubling the damage dealt.
                      Likewise, raising attack with Temper can easily turn
                      the tide of battle in your favor. When Maralith casts
                      her spells or attacks you head on, prepare to be
                      hurt. Your White Mage will barely have a free turn as
                      long as he keeps your group in tip-top shape. A large
                      part of winning this battle is consistency. If your
                      White Mage falls, you are at a major disadvantage.
                      Pound Maralith continually while doing your best to
                      get around her attacks. Eventually, the hellspawned
                      Maralith shall fall.

    Kraken -- 1800 HP ~
    =---------------=
         Difficulty: Hard
         Location: Sunken Shrine
         Recommended Level: 45+
         Description: The gigantic water-beast known as Kraken is no
                      pushover. There are many ways to tackle this battle.
                      Using magic will help a lot against Kraken and his
                      unbeatable HP. Use Protera to cast a barrier on your
                      team. Kraken does not use too much magic so don't go
                      crazy with magical barriers. Use Black Magic
                      techniques, Temper and Haste to raise your physical
                      unit's attack. A strike from Kraken deals heavy damage
                      so have a White Mage heal your team often. As a water-
                      based fiend, Kraken is easily effected by thunder
                      spells. Keep your units healed up and in tip-top
                      shape. A fully Hasted/Tempered Knight will wreak havoc.
                      Along with that, a full-powered Thundaga will also do
                      heavy damage. Kill Kraken to activate the water
                      crystal.

    Tiamat -- 2400 HP ~
    =---------------=
         Difficulty: Hard
         Location: Flying Fortress
         Recommended Level: 50+
         Description: The great Tiamat of wind is the final fiend of the
                      four crystals. Out of all magic spells, there are a
                      few that are a must. Be sure to cast NulAll to prevent
                      her magic spells from getting to you. Similarily,
                      Protera should be casted to protect your team from
                      devastating physical attacks. In terms of Black Magic,
                      try to keep physical units pumped through using Haste
                      and Temper to raise attack. A few pumped physical
                      units will be sure to deal heavy damage. However, don't
                      get complacent and leave your team unprotected.
                      Surviving Tiamat relies heavily on your ability to
                      counter her terribly powerful strikes. Establish a
                      good defense before going all-out. With effort, Tiamat
                      is defeated.

    Chaos -- 20000 HP ~
    =---------------=
         Difficulty: Very Hard
         Location: Chaos Shrine
         Recommended Level: 55+
         Description: Being the granddaddy of them all, Chaos is no pushover.
                      He is the final fight. Quickly cast Protera and Hasten
                      your physical units. Chaos is capable of sending high-
                      powered magic spells as well including the very
                      dangerous Blaze, Tsunami, Earthquake, and Cyclone
                      spells. Use NulAll to help protect your team from these
                      monstrosities along with NulBlaze, NulShock, and
                      NulFrost. Fully pump up all of your physical units with
                      Temper and Haste while your White Wizard protects the
                      team through use of Healaga and Curaja whenever
                      possible. Don't forget about Invisira and Protera to
                      increase the protective and evasive barrier around your
                      team. Chaos is resistant to nearly every single element
                      and status ailment. Don't try magic spells as they will
                      just bounce off. Instead, keep Chaos constantly pounded
                      with physical strikes from your fully pumped physical
                      units.

*=============================================================================*
   +---------------------------------------------------------------------+
                                11. Bestiary                    [11000]
   +---------------------------------------------------------------------+
*=============================================================================*

To find the bestiary in the game, go to the title screen, and instead of
choosing Final Fantasy I or II, select the Bestiary command. Choose your
saved file and all of the monsters you have currently encountered at one
point will appear here. They are all numbered for easy reference. The numbers
here correspond with the game's numbers.

As a side note, having 0 in the Defense or Magic Defense stats doesn't mean
they can be killed with one strike (although it would be easy). 0 is the
lowest possible statistic, but it doesn't guarantee an automatic kill with the
first strike. That depends on your unit's Attack or Intelligence stats.

[-----------------------------------------------------------------------------]

          [001] Goblin ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ......................................... 8
               Attack ..................................... 4
               Accuracy ................................... 2
               Defense .................................... 4
               Agility .................................... 3
               Intelligence ............................... 1
               Evasion .................................... 6
               Magic Defense ............................. 16
               Gil ........................................ 6
               EXP ........................................ 6
               Treasure ................................ None

          [002] Goblin Guard ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 16
               Attack ..................................... 8
               Accuracy ................................... 4
               Defense .................................... 6
               Agility .................................... 5
               Intelligence ............................... 3
               Evasion .................................... 9
               Magic Defense ............................. 23
               Gil ....................................... 18
               EXP ....................................... 18
               Treasure .............................. Potion

          [003] Wolf ~
          =--------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 20
               Attack ..................................... 8
               Accuracy ................................... 5
               Defense .................................... 0
               Agility ................................... 18
               Intelligence ............................... 1
               Evasion ................................... 36
               Magic Defense ............................. 28
               Gil ........................................ 6
               EXP ....................................... 24
               Treasure ................................ None

          [004] Crazy Horse ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 64
               Attack .................................... 10
               Accuracy .................................. 16
               Defense .................................... 2
               Agility ................................... 11
               Intelligence ............................... 4
               Evasion ................................... 22
               Magic Defense ............................. 40
               Gil ....................................... 15
               EXP ....................................... 63
               Treasure .............................. Potion


          [005] Skeleton ~
          =------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ........................................ 10
               Attack .................................... 10
               Accuracy ................................... 2
               Defense .................................... 0
               Agility .................................... 6
               Intelligence ............................... 0
               Evasion ................................... 12
               Magic Defense ............................. 17
               Gil ........................................ 3
               EXP ........................................ 9
               Treasure .......................... Echo Grass

          [006] Black Widow ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 28
               Attack .................................... 10
               Accuracy ................................... 7
               Defense .................................... 0
               Agility ................................... 15
               Intelligence .............................. 10
               Evasion ................................... 30
               Magic Defense ............................. 28
               Gil ........................................ 8
               EXP ....................................... 30
               Treasure ................................ None

          [007] Gigas Worm ~
          =--------------=
                 [Weakness]  : Fire
                 [Resistance]: None
               HP ........................................ 56
               Attack .................................... 17
               Accuracy .................................. 14
               Defense .................................... 8
               Agility ................................... 12
               Intelligence ............................... 9
               Evasion ................................... 24
               Magic Defense ............................. 40
               Gil ....................................... 15
               EXP ....................................... 63
               Treasure ................................ None

          [008] Warg Wolf ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 72
               Attack .................................... 14
               Accuracy .................................. 18
               Defense .................................... 0
               Agility ................................... 27
               Intelligence ............................... 3
               Evasion ................................... 54
               Magic Defense ............................. 46
               Gil ....................................... 22
               EXP ....................................... 93
               Treasure ............................ Antidote

          [009] Werewolf ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 68
               Attack .................................... 14
               Accuracy .................................. 17
               Defense .................................... 6
               Agility ................................... 21
               Intelligence ............................... 8
               Evasion ................................... 42
               Magic Defense ............................. 45
               Gil ....................................... 67
               EXP ...................................... 135
               Treasure ................................ None

          [010] Zombie ~
          =----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ........................................ 20
               Attack .................................... 10
               Accuracy ................................... 5
               Defense .................................... 0
               Agility .................................... 3
               Intelligence ............................... 0
               Evasion .................................... 6
               Magic Defense ............................. 25
               Gil ....................................... 12
               EXP ....................................... 24
               Treasure ............................... Staff

          [011] Ghoul ~
          =---------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ........................................ 48
               Attack ..................................... 8
               Accuracy .................................. 12
               Defense .................................... 6
               Agility .................................... 6
               Intelligence ............................... 1
               Evasion ................................... 12
               Magic Defense ............................. 36
               Gil ....................................... 50
               EXP ....................................... 93
               Treasure ................................ None

          [012] Garland ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 212
               Attack .................................... 15
               Accuracy .................................. 27
               Defense .................................... 8
               Agility .................................... 6
               Intelligence .............................. 12
               Evasion ................................... 12
               Magic Defense ............................. 64
               Gil ...................................... 250
               EXP ...................................... 130
               Treasure ........................... Longsword

          [013] Cobra ~
          =---------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 56
               Attack ..................................... 6
               Accuracy .................................. 14
               Defense .................................... 6
               Agility ................................... 15
               Intelligence ............................... 6
               Evasion ................................... 30
               Magic Defense ............................. 46
               Gil ....................................... 50
               EXP ...................................... 123
               Treasure ................................ None

          [014] Ogre ~
          =--------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 100
               Attack .................................... 18
               Accuracy .................................. 25
               Defense ................................... 10
               Agility .................................... 9
               Intelligence ............................... 4
               Evasion ................................... 18
               Magic Defense ............................. 65
               Gil ...................................... 195
               EXP ...................................... 195
               Treasure ................................ None

          [015] Ogre Chief ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 132
               Attack .................................... 23
               Accuracy .................................. 33
               Defense ................................... 14
               Agility ................................... 15
               Intelligence ............................... 6
               Evasion ................................... 30
               Magic Defense ............................. 71
               Gil ...................................... 300
               EXP ...................................... 282
               Treasure ................................ None

          [016] Lizard ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 92
               Attack .................................... 18
               Accuracy .................................. 23
               Defense ................................... 12
               Agility ................................... 12
               Intelligence ............................... 3
               Evasion ................................... 24
               Magic Defense ............................. 55
               Gil ....................................... 50
               EXP ...................................... 153
               Treasure ................................ None

          [017] Pirate ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 24
               Attack .................................... 10
               Accuracy ................................... 2
               Defense .................................... 0
               Agility .................................... 6
               Intelligence ............................... 3
               Evasion ................................... 12
               Magic Defense ............................. 35
               Gil ....................................... 40
               EXP ....................................... 40
               Treasure ...................... Leather Shield

          [018] Sahagin ~
          =-----------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ........................................ 28
               Attack .................................... 10
               Accuracy ................................... 7
               Defense .................................... 4
               Agility ................................... 36
               Intelligence ............................... 4
               Evasion ................................... 72
               Magic Defense ............................. 28
               Gil ....................................... 30
               EXP ....................................... 30
               Treasure .............................. Potion

          [019] Sahagin Chief ~
          =-----------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ........................................ 64
               Attack .................................... 15
               Accuracy .................................. 16
               Defense .................................... 8
               Agility ................................... 39
               Intelligence ............................... 7
               Evasion ................................... 78
               Magic Defense ............................. 46
               Gil ...................................... 105
               EXP ...................................... 105
               Treasure ................................ None

          [020] Buccaneer ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ........................................ 50
               Attack .................................... 14
               Accuracy .................................. 13
               Defense .................................... 6
               Agility ................................... 12
               Intelligence ............................... 6
               Evasion ................................... 24
               Magic Defense ............................. 37
               Gil ...................................... 120
               EXP ....................................... 60
               Treasure ............................... Saber

          [021] Shark ~
          =---------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 120
               Attack .................................... 22
               Accuracy .................................. 30
               Defense .................................... 0
               Agility ................................... 36
               Intelligence ............................... 8
               Evasion ................................... 72
               Magic Defense ............................. 70
               Gil ....................................... 66
               EXP ...................................... 267
               Treasure ................................ None

          [022] Bigeyes ~
          =-----------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ........................................ 10
               Attack ..................................... 4
               Accuracy ................................... 2
               Defense .................................... 0
               Agility ................................... 42
               Intelligence ............................... 6
               Evasion ................................... 84
               Magic Defense ............................. 14
               Gil ....................................... 10
               EXP ....................................... 42
               Treasure ................................ None

          [023] Tarantula ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 64
               Attack ..................................... 5
               Accuracy .................................. 16
               Defense ................................... 12
               Agility ................................... 12
               Intelligence ............................... 3
               Evasion ................................... 24
               Magic Defense ............................. 46
               Gil ....................................... 50
               EXP ...................................... 141
               Treasure ................................ None

          [024] Ghast ~
          =---------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ........................................ 56
               Attack ..................................... 8
               Accuracy .................................. 14
               Defense ................................... 10
               Agility ................................... 23
               Intelligence ............................... 2
               Evasion ................................... 46
               Magic Defense ............................. 40
               Gil ...................................... 117
               EXP ...................................... 117
               Treasure ................................ None

          [025] Scorpion ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 84
               Attack .................................... 22
               Accuracy .................................. 21
               Defense ................................... 10
               Agility ................................... 27
               Intelligence ............................... 6
               Evasion ................................... 54
               Magic Defense ............................. 55
               Gil ....................................... 70
               EXP ...................................... 225
               Treasure ....................... Spider's Silk

          [026] Shadow ~
          =----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ........................................ 50
               Attack .................................... 10
               Accuracy .................................. 13
               Defense .................................... 0
               Agility ................................... 18
               Intelligence .............................. 12
               Evasion ................................... 36
               Magic Defense ............................. 37
               Gil ....................................... 45
               EXP ....................................... 90
               Treasure ................................ None

          [027] Green Slime ~
          =---------------=
                 [Weakness]  : Fire, Ice
                 [Resistance]: Quake, Lightning, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ........................................ 24
               Attack ..................................... 1
               Accuracy ................................... 1
               Defense .................................. 255
               Agility .................................... 0
               Intelligence ............................... 3
               Evasion .................................... 0
               Magic Defense ............................. 36
               Gil ....................................... 20
               EXP ....................................... 84
               Treasure ........................... Hi-Potion

          [028] Crawler ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 84
               Attack ..................................... 1
               Accuracy .................................. 21
               Defense .................................... 8
               Agility ................................... 21
               Intelligence ............................... 5
               Evasion ................................... 42
               Magic Defense ............................. 51
               Gil ...................................... 200
               EXP ...................................... 186
               Treasure ................................ None

          [029] Gray Ooze ~
          =-------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire, Ice, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ........................................ 76
               Attack .................................... 30
               Accuracy .................................. 19
               Defense .................................... 7
               Agility .................................... 2
               Intelligence ............................... 0
               Evasion .................................... 4
               Magic Defense ............................. 55
               Gil ....................................... 70
               EXP ...................................... 255
               Treasure ................................ None

          [030] Gargoyle ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ........................................ 80
               Attack .................................... 12
               Accuracy .................................. 20
               Defense .................................... 8
               Agility ................................... 23
               Intelligence .............................. 11
               Evasion ................................... 45
               Magic Defense ............................. 53
               Gil ....................................... 80
               EXP ...................................... 132
               Treasure ................................ None

          [031] Bloodbones ~
          =--------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 144
               Attack .................................... 26
               Accuracy .................................. 36
               Defense ................................... 12
               Agility ................................... 21
               Intelligence ............................... 6
               Evasion ................................... 42
               Magic Defense ............................. 76
               Gil ...................................... 378
               EXP ...................................... 378
               Treasure ................................ None

          [032] Piscodemon ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Fire, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind
               HP ........................................ 84
               Attack .................................... 30
               Accuracy .................................. 21
               Defense ................................... 16
               Agility ................................... 33
               Intelligence .............................. 18
               Evasion ................................... 66
               Magic Defense ............................. 98
               Gil ...................................... 300
               EXP ...................................... 276
               Treasure ................................ None

          [033] Astos ~
          =---------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 420
               Attack .................................... 30
               Accuracy .................................. 42
               Defense ................................... 18
               Agility ................................... 39
               Intelligence .............................. 24
               Evasion ................................... 78
               Magic Defense ............................ 170
               Gil ..................................... 2000
               EXP ..................................... 2250
               Treasure ....................... Mythril Sword

          [034] Mummy ~
          =---------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ........................................ 80
               Attack .................................... 30
               Accuracy .................................. 20
               Defense ................................... 20
               Agility ................................... 12
               Intelligence .............................. 16
               Evasion ................................... 24
               Magic Defense ............................. 60
               Gil ...................................... 300
               EXP ...................................... 300
               Treasure ................................ None

          [035] Wraith ~
          =----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ........................................ 86
               Attack .................................... 22
               Accuracy .................................. 22
               Defense .................................... 4
               Agility ................................... 45
               Intelligence .............................. 18
               Evasion ................................... 90
               Magic Defense ............................. 52
               Gil ...................................... 231
               EXP ...................................... 231
               Treasure ............................. Crosier

          [036] Anaconda ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 80
               Attack .................................... 22
               Accuracy .................................. 20
               Defense ................................... 10
               Agility ................................... 18
               Intelligence .............................. 11
               Evasion ................................... 36
               Magic Defense ............................. 56
               Gil ....................................... 50
               EXP ...................................... 165
               Treasure ................................ None

          [037] Hyenadon ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 120
               Attack .................................... 22
               Accuracy .................................. 30
               Defense .................................... 4
               Agility ................................... 24
               Intelligence ............................... 8
               Evasion ................................... 48
               Magic Defense ............................. 76
               Gil ....................................... 72
               EXP ...................................... 288
               Treasure .......................... Power Plus

          [038] Lesser Tiger ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 132
               Attack .................................... 22
               Accuracy .................................. 33
               Defense .................................... 8
               Agility ................................... 24
               Intelligence .............................. 13
               Evasion ................................... 48
               Magic Defense ............................. 85
               Gil ...................................... 108
               EXP ...................................... 438
               Treasure ............................ X-Potion

          [039] Minotaur ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 164
               Attack .................................... 22
               Accuracy .................................. 41
               Defense .................................... 4
               Agility ................................... 24
               Intelligence ............................... 8
               Evasion ................................... 48
               Magic Defense ............................. 95
               Gil ...................................... 489
               EXP ...................................... 489
               Treasure ............................... Knife

          [040] Hill Gigas ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 240
               Attack .................................... 38
               Accuracy .................................. 60
               Defense ................................... 12
               Agility ................................... 24
               Intelligence ............................... 5
               Evasion ................................... 48
               Magic Defense ............................ 120
               Gil ...................................... 879
               EXP ...................................... 879
               Treasure ................................ Tent

          [041] Earth Elemental ~
          =-------------------=
                 [Weakness]  : Fire
                 [Resistance]: Quake, Lightning, Ice, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 288
               Attack .................................... 66
               Accuracy .................................. 72
               Defense ................................... 20
               Agility .................................... 9
               Intelligence .............................. 18
               Evasion ................................... 18
               Magic Defense ............................ 130
               Gil ...................................... 768
               EXP ..................................... 1536
               Treasure .............................. Remedy

          [042] Troll ~
          =---------=
                 [Weakness]  : Fire
                 [Resistance]: None
               HP ....................................... 184
               Attack .................................... 24
               Accuracy .................................. 46
               Defense ................................... 12
               Agility ................................... 24
               Intelligence ............................... 6
               Evasion ................................... 48
               Magic Defense ............................ 100
               Gil ...................................... 621
               EXP ...................................... 621
               Treasure ................................ None

          [043] Wight ~
          =---------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ........................................ 52
               Attack .................................... 20
               Accuracy .................................. 13
               Defense ................................... 12
               Agility ................................... 21
               Intelligence ............................... 3
               Evasion ................................... 42
               Magic Defense ............................. 45
               Gil ...................................... 150
               EXP ...................................... 150
               Treasure ................................ None

          [044] Ochre Jelly ~
          =---------------=
                 [Weakness]  : Fire, Ice
                 [Resistance]: Quake, Lightning, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ........................................ 76
               Attack .................................... 32
               Accuracy .................................. 19
               Defense .................................... 6
               Agility .................................... 3
               Intelligence ............................... 3
               Evasion .................................... 6
               Magic Defense ............................. 55
               Gil ....................................... 70
               EXP ...................................... 252
               Treasure ................................ None

          [045] Cockatrice ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ........................................ 50
               Attack ..................................... 1
               Accuracy .................................. 10
               Defense .................................... 4
               Agility ................................... 36
               Intelligence ............................... 8
               Evasion ................................... 72
               Magic Defense ............................. 47
               Gil ...................................... 200
               EXP ...................................... 186
               Treasure ......................... Gold Needle

          [046] Vampire ~
          =-----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 280
               Attack .................................... 76
               Accuracy .................................. 39
               Defense ................................... 26
               Agility ................................... 36
               Intelligence .............................. 36
               Evasion ................................... 72
               Magic Defense ............................. 75
               Gil ..................................... 2000
               EXP ..................................... 1200
               Treasure ................................ None

          [047] Ogre Mage ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 144
               Attack .................................... 23
               Accuracy .................................. 36
               Defense ................................... 10
               Agility ................................... 27
               Intelligence .............................. 12
               Evasion ................................... 54
               Magic Defense ............................. 80
               Gil ...................................... 723
               EXP ...................................... 723
               Treasure ........................... Eye Drops

          [048] Sphinx ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 228
               Attack .................................... 23
               Accuracy .................................. 57
               Defense ................................... 12
               Agility ................................... 60
               Intelligence .............................. 32
               Evasion .................................. 120
               Magic Defense ............................ 115
               Gil ..................................... 1160
               EXP ..................................... 1160
               Treasure ................................ None

          [049] Lich ~
          =--------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ...................................... 1200
               Attack .................................... 40
               Accuracy .................................. 49
               Defense ................................... 40
               Agility ................................... 12
               Intelligence .............................. 30
               Evasion ................................... 24
               Magic Defense ............................ 120
               Gil ..................................... 3000
               EXP ..................................... 2200
               Treasure ........................... Dry Ether

          [050] Ankheg ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 222
               Attack .................................... 39
               Accuracy .................................. 56
               Defense ................................... 20
               Agility ................................... 24
               Intelligence .............................. 10
               Evasion ................................... 48
               Magic Defense ............................ 116
               Gil ...................................... 300
               EXP ..................................... 1194
               Treasure ................................ None

          [051] Piranha ~
          =-----------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ........................................ 92
               Attack .................................... 22
               Accuracy .................................. 23
               Defense .................................... 0
               Agility ................................... 36
               Intelligence .............................. 10
               Evasion ................................... 72
               Magic Defense ............................. 68
               Gil ....................................... 20
               EXP ...................................... 240
               Treasure ................................ None

          [052] Red Piranha ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 172
               Attack .................................... 37
               Accuracy .................................. 43
               Defense ................................... 20
               Agility ................................... 36
               Intelligence .............................. 13
               Evasion ................................... 72
               Magic Defense ............................. 83
               Gil ....................................... 46
               EXP ...................................... 546
               Treasure ................................ None

          [053] Crocodile ~
          =-------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 184
               Attack .................................... 42
               Accuracy .................................. 46
               Defense ................................... 16
               Agility ................................... 24
               Intelligence ............................... 9
               Evasion ................................... 48
               Magic Defense ............................ 103
               Gil ...................................... 900
               EXP ...................................... 816
               Treasure ............................. Cottage

          [054] White Croc ~
          =--------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 288
               Attack .................................... 56
               Accuracy .................................. 72
               Defense ................................... 20
               Agility ................................... 24
               Intelligence .............................. 16
               Evasion ................................... 48
               Magic Defense ............................ 143
               Gil ..................................... 2000
               EXP ..................................... 1890
               Treasure ........................... Hi-Potion

          [055] Ochu ~
          =--------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 208
               Attack .................................... 20
               Accuracy .................................. 52
               Defense ................................... 24
               Agility ................................... 12
               Intelligence .............................. 18
               Evasion ................................... 24
               Magic Defense ............................ 116
               Gil ...................................... 102
               EXP ..................................... 1224
               Treasure ................................ None

          [056] Neochu ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 344
               Attack .................................... 35
               Accuracy .................................. 86
               Defense ................................... 32
               Agility ................................... 12
               Intelligence .............................. 20
               Evasion ................................... 24
               Magic Defense ............................ 170
               Gil ...................................... 500
               EXP ..................................... 3189
               Treasure ................................ None

          [057] Hydra ~
          =---------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 212
               Attack .................................... 30
               Accuracy .................................. 53
               Defense ................................... 14
               Agility ................................... 18
               Intelligence .............................. 14
               Evasion ................................... 36
               Magic Defense ............................ 116
               Gil ...................................... 150
               EXP ...................................... 915
               Treasure ................................ None

          [058] Horned Devil ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Ice
               HP ........................................ 94
               Attack .................................... 10
               Accuracy .................................. 24
               Defense ................................... 32
               Agility ................................... 36
               Intelligence .............................. 17
               Evasion ................................... 72
               Magic Defense ............................ 127
               Gil ...................................... 387
               EXP ...................................... 387
               Treasure ................................ None

          [059] Pyrolisk ~
          =------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire
               HP ........................................ 44
               Attack .................................... 20
               Accuracy .................................. 11
               Defense .................................... 4
               Agility ................................... 36
               Intelligence .............................. 15
               Evasion ................................... 72
               Magic Defense ............................. 45
               Gil ...................................... 500
               EXP ...................................... 423
               Treasure ......................... Gold Needle

          [060] Fire Elemental ~
          =------------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 276
               Attack .................................... 50
               Accuracy .................................. 69
               Defense ................................... 20
               Agility ................................... 21
               Intelligence .............................. 20
               Evasion ................................... 42
               Magic Defense ............................ 130
               Gil ...................................... 800
               EXP ..................................... 1620
               Treasure ................................ None

          [061] Fire Hydra ~
          =--------------=
                 [Weakness]  : Ice
                 [Resistance]: Fire
               HP ....................................... 182
               Attack .................................... 20
               Accuracy .................................. 46
               Defense ................................... 14
               Agility ................................... 18
               Intelligence .............................. 16
               Evasion ................................... 36
               Magic Defense ............................ 103
               Gil ...................................... 400
               EXP ..................................... 1215
               Treasure ............,............... Red Fang

          [062] Lava Worm ~
          =-------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire
               HP ....................................... 280
               Attack .................................... 50
               Accuracy .................................. 70
               Defense ................................... 31
               Agility .................................... 2
               Intelligence .............................. 12
               Evasion .................................... 4
               Magic Defense ............................ 143
               Gil ...................................... 400
               EXP ..................................... 1671
               Treasure ................................ None

          [063] Hellhound ~
          =-------------=
                 [Weakness]  : Ice
                 [Resistance]: Fire
               HP ....................................... 192
               Attack .................................... 30
               Accuracy .................................. 48
               Defense .................................... 8
               Agility ................................... 24
               Intelligence .............................. 13
               Evasion ................................... 48
               Magic Defense ............................ 103
               Gil ...................................... 600
               EXP ..................................... 1182
               Treasure ................................ None

          [064] Fire Lizard ~
          =---------------=
                 [Weakness]  : Ice
                 [Resistance]: Fire
               HP ....................................... 296
               Attack .................................... 31
               Accuracy .................................. 74
               Defense ................................... 18
               Agility ................................... 18
               Intelligence ............................... 8
               Evasion ................................... 36
               Magic Defense ............................ 143
               Gil ..................................... 1200
               EXP ..................................... 2472
               Treasure ................................ None

          [065] Fire Gigas ~
          =--------------=
                 [Weakness]  : Ice
                 [Resistance]: Fire
               HP ....................................... 300
               Attack .................................... 73
               Accuracy .................................. 83
               Defense ................................... 20
               Agility ................................... 24
               Intelligence .............................. 12
               Evasion ................................... 48
               Magic Defense ............................ 135
               Gil ..................................... 1506
               EXP ..................................... 1506
               Treasure ................................ None

          [066] Red Dragon ~
          =--------------=
                 [Weakness]  : Ice, Stone, Poison
                 [Resistance]: Quake, Fire
               HP ....................................... 248
               Attack .................................... 75
               Accuracy .................................. 62
               Defense ................................... 30
               Agility ................................... 48
               Intelligence .............................. 20
               Evasion ................................... 96
               Magic Defense ............................ 200
               Gil ..................................... 4000
               EXP ..................................... 2904
               Treasure ................................ None

          [067] Maralith ~
          =------------=
                 [Weakness]  : Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind
                 [Resistance]: Fire, Lightning, Stone,
                               Poison
               HP ...................................... 1440
               Attack .................................... 40
               Accuracy .................................. 63
               Defense ................................... 50
               Agility ................................... 24
               Intelligence .............................. 32
               Evasion ................................... 48
               Magic Defense ............................ 183
               Gil ..................................... 3000
               EXP ..................................... 2475
               Treasure ........................ Golden Apple

          [068] White Dragon ~
          =----------------=
                 [Weakness]  : Fire, Lightning
                 [Resistance]: Quake, Ice, Stone, Poison
               HP ....................................... 200
               Attack .................................... 53
               Accuracy .................................. 50
               Defense .................................... 8
               Agility ................................... 60
               Intelligence .............................. 25
               Evasion .................................. 120
               Magic Defense ............................ 196
               Gil ..................................... 2000
               EXP ..................................... 1701
               Treasure ................................ None

          [069] Winter Wolf ~
          =---------------=
                 [Weakness]  : Fire
                 [Resistance]: Ice
               HP ........................................ 92
               Attack .................................... 25
               Accuracy .................................. 23
               Defense .................................... 0
               Agility ................................... 27
               Intelligence .............................. 12
               Evasion ................................... 54
               Magic Defense ............................. 55
               Gil ...................................... 200
               EXP ...................................... 402
               Treasure .......................... Ice Shield

          [070] Mindflayer ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 112
               Attack ..................................... 1
               Accuracy .................................. 28
               Defense ................................... 12
               Agility ................................... 24
               Intelligence .............................. 26
               Evasion ................................... 48
               Magic Defense ............................ 187
               Gil ...................................... 999
               EXP ...................................... 822
               Treasure ........................ Phoenix Down

          [071] Ice Gigas ~
          =-------------=
                 [Weakness]  : Fire
                 [Resistance]: Ice
               HP ....................................... 336
               Attack .................................... 60
               Accuracy .................................. 78
               Defense ................................... 16
               Agility ................................... 24
               Intelligence .............................. 10
               Evasion ................................... 48
               Magic Defense ............................ 150
               Gil ..................................... 1752
               EXP ..................................... 1752
               Treasure ................................ None

          [072] Specter ~
          =-----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 114
               Attack .................................... 40
               Accuracy .................................. 29
               Defense ................................... 12
               Agility ................................... 54
               Intelligence .............................. 25
               Evasion .................................. 108
               Magic Defense ............................. 67
               Gil ...................................... 432
               EXP ...................................... 432
               Treasure ................................ None

          [073] Remorazz ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: Fire, Ice
               HP ....................................... 320
               Attack .................................... 73
               Accuracy .................................. 80
               Defense ................................... 24
               Agility ................................... 24
               Intelligence .............................. 15
               Evasion ................................... 48
               Magic Defense ............................ 185
               Gil ..................................... 1000
               EXP ..................................... 2244
               Treasure ................................ None

          [074] Dark Wizard ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 105
               Attack .................................... 26
               Accuracy .................................. 27
               Defense ................................... 40
               Agility ................................... 39
               Intelligence .............................. 24
               Evasion ................................... 78
               Magic Defense ............................ 170
               Gil ..................................... 1095
               EXP ..................................... 1095
               Treasure ......................... Red Curtain

          [075] Evil Eye ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 162
               Attack .................................... 30
               Accuracy .................................. 42
               Defense ................................... 30
               Agility .................................... 6
               Intelligence .............................. 20
               Evasion ................................... 12
               Magic Defense ............................. 92
               Gil ..................................... 3225
               EXP ..................................... 3225
               Treasure ................................ None

          [076] Desert Baretta ~
          =------------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 352
               Attack .................................... 98
               Accuracy .................................. 88
               Defense ................................... 48
               Agility ................................... 24
               Intelligence .............................. 12
               Evasion ................................... 48
               Magic Defense ............................ 156
               Gil ........................................ 1
               EXP ..................................... 2610
               Treasure ................................ None

          [077] Sabertooth ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 200
               Attack .................................... 24
               Accuracy .................................. 50
               Defense .................................... 8
               Agility ................................... 21
               Intelligence .............................. 18
               Evasion ................................... 42
               Magic Defense ............................ 106
               Gil ...................................... 500
               EXP ...................................... 843
               Treasure ................................ None

          [078] Wyvern ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 212
               Attack .................................... 30
               Accuracy .................................. 53
               Defense ................................... 12
               Agility ................................... 48
               Intelligence .............................. 16
               Evasion ................................... 96
               Magic Defense ............................ 115
               Gil ....................................... 50
               EXP ..................................... 1173
               Treasure ................................ None

          [079] Wyrm ~
          =--------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 260
               Attack .................................... 40
               Accuracy .................................. 65
               Defense ................................... 22
               Agility ................................... 30
               Intelligence .............................. 24
               Evasion ................................... 60
               Magic Defense ............................ 131
               Gil ...................................... 502
               EXP ..................................... 1218
               Treasure ................................ None

          [080] Manticore ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 164
               Attack .................................... 22
               Accuracy .................................. 41
               Defense .................................... 8
               Agility ................................... 36
               Intelligence ............................... 8
               Evasion ................................... 72
               Magic Defense ............................. 95
               Gil ...................................... 650
               EXP ..................................... 1317
               Treasure ................................ Tent

          [081] Baretta ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 256
               Attack .................................... 60
               Accuracy .................................. 64
               Defense ................................... 38
               Agility ................................... 38
               Intelligence .............................. 16
               Evasion ................................... 56
               Magic Defense ............................ 130
               Gil ...................................... 300
               EXP ..................................... 1428
               Treasure ................................ None

          [082] Basilisk ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 196
               Attack .................................... 30
               Accuracy .................................. 54
               Defense ................................... 20
               Agility ................................... 12
               Intelligence .............................. 12
               Evasion ................................... 24
               Magic Defense ............................. 91
               Gil ...................................... 656
               EXP ..................................... 1977
               Treasure ......................... Gold Needle

          [083] Allosaurus ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 480
               Attack .................................... 65
               Accuracy ................................. 133
               Defense ................................... 10
               Agility ................................... 30
               Intelligence .............................. 10
               Evasion ................................... 60
               Magic Defense ............................ 200
               Gil ...................................... 502
               EXP ..................................... 3387
               Treasure ...................... Strength Tonic

          [084] Weretiger ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 160
               Attack .................................... 30
               Accuracy .................................. 40
               Defense ................................... 16
               Agility ................................... 24
               Intelligence ............................... 8
               Evasion ................................... 48
               Magic Defense ............................. 93
               Gil ...................................... 780
               EXP ...................................... 780
               Treasure ........................ Sleeping Bag

          [085] Sand Worm ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 200
               Attack .................................... 46
               Accuracy .................................. 50
               Defense ................................... 14
               Agility ................................... 31
               Intelligence .............................. 18
               Evasion ................................... 62
               Magic Defense ............................ 103
               Gil ...................................... 900
               EXP ..................................... 2683
               Treasure ................................ None

          [086] Minotaur Zombie ~
          =-------------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 224
               Attack .................................... 40
               Accuracy .................................. 56
               Defense ................................... 14
               Agility ................................... 18
               Intelligence ............................... 1
               Evasion ................................... 36
               Magic Defense ............................ 116
               Gil ..................................... 1050
               EXP ..................................... 1050
               Treasure ........................... Great Axe

          [087] King Mummy ~
          =--------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 188
               Attack .................................... 43
               Accuracy .................................. 47
               Defense ................................... 24
               Agility ................................... 12
               Intelligence .............................. 24
               Evasion ................................... 24
               Magic Defense ............................. 95
               Gil ..................................... 1000
               EXP ...................................... 984
               Treasure ................................ None

          [088] Medusa ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 58
               Attack .................................... 20
               Accuracy .................................. 17
               Defense ................................... 10
               Agility ................................... 18
               Intelligence .............................. 16
               Evasion ................................... 36
               Magic Defense ............................. 55
               Gil ...................................... 699
               EXP ...................................... 699
               Treasure ................................ None

          [089] Rakshasa ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 110
               Attack .................................... 20
               Accuracy .................................. 28
               Defense ................................... 30
               Agility ................................... 30
               Intelligence .............................. 15
               Evasion ................................... 60
               Magic Defense ............................. 62
               Gil ...................................... 800
               EXP ...................................... 603
               Treasure ................................ None

          [090] Clay Golem ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Fire, Lightning, Ice, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 176
               Attack .................................... 64
               Accuracy .................................. 44
               Defense .................................... 7
               Agility ................................... 14
               Intelligence .............................. 16
               Evasion ................................... 28
               Magic Defense ............................. 93
               Gil ...................................... 800
               EXP ..................................... 1257
               Treasure .............................. Potion

          [091] Nightmare ~
          =-------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 200
               Attack .................................... 30
               Accuracy .................................. 50
               Defense ................................... 24
               Agility ................................... 66
               Intelligence .............................. 20
               Evasion .................................. 132
               Magic Defense ............................ 100
               Gil ...................................... 700
               EXP ..................................... 1272
               Treasure ................................ None

          [092] Dragon Zombie ~
          =-----------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 268
               Attack .................................... 56
               Accuracy .................................. 67
               Defense ................................... 30
               Agility ................................... 12
               Intelligence .............................. 26
               Evasion ................................... 24
               Magic Defense ............................ 135
               Gil ...................................... 999
               EXP ..................................... 2331
               Treasure ........................... Megalixir

          [093] Sahagin Prince ~
          =------------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 204
               Attack .................................... 47
               Accuracy .................................. 51
               Defense ................................... 20
               Agility ................................... 48
               Intelligence .............................. 15
               Evasion ................................... 96
               Magic Defense ............................ 101
               Gil ...................................... 882
               EXP ...................................... 882
               Treasure ................................ None

          [094] White Shark ~
          =---------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 344
               Attack .................................... 50
               Accuracy .................................. 86
               Defense .................................... 8
               Agility ................................... 36
               Intelligence .............................. 16
               Evasion ................................... 72
               Magic Defense ............................ 170
               Gil ...................................... 600
               EXP ..................................... 2361
               Treasure .......................... Wyrmkiller

          [095] Deepeyes ~
          =------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 304
               Attack .................................... 30
               Accuracy .................................. 76
               Defense ................................... 16
               Agility ................................... 12
               Intelligence ............................... 0
               Evasion ................................... 24
               Magic Defense ............................ 156
               Gil ..................................... 3591
               EXP ..................................... 3591
               Treasure ................................ None

          [096] Sea Snake ~
          =-------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 224
               Attack .................................... 35
               Accuracy .................................. 56
               Defense ................................... 12
               Agility ................................... 24
               Intelligence .............................. 21
               Evasion ................................... 48
               Magic Defense ............................ 116
               Gil ...................................... 600
               EXP ...................................... 957
               Treasure ................................ None

          [097] Sea Scorpion ~
          =----------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 248
               Attack .................................... 35
               Accuracy .................................. 37
               Defense ................................... 18
               Agility ................................... 30
               Intelligence .............................. 11
               Evasion ................................... 60
               Magic Defense ............................. 85
               Gil ...................................... 300
               EXP ...................................... 639
               Treasure ................................ None

          [098] Sea Troll ~
          =-------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake
               HP ....................................... 216
               Attack .................................... 40
               Accuracy .................................. 54
               Defense ................................... 20
               Agility ................................... 24
               Intelligence .............................. 10
               Evasion ................................... 48
               Magic Defense ............................ 110
               Gil ...................................... 852
               EXP ...................................... 852
               Treasure ................................ None

          [099] Ghost ~
          =---------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 180
               Attack .................................... 93
               Accuracy .................................. 45
               Defense ................................... 30
               Agility ................................... 18
               Intelligence .............................. 30
               Evasion ................................... 36
               Magic Defense ............................. 85
               Gil ...................................... 990
               EXP ...................................... 990
               Treasure ................................ None

          [100] Water Elemental ~
          =-------------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 300
               Attack .................................... 69
               Accuracy .................................. 68
               Defense ................................... 20
               Agility ................................... 36
               Intelligence .............................. 32
               Evasion ................................... 72
               Magic Defense ............................ 130
               Gil ...................................... 800
               EXP ..................................... 1962
               Treasure ................................ None

          [101] Water Naga ~
          =--------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 356
               Attack ..................................... 9
               Accuracy .................................. 71
               Defense .................................... 8
               Agility ................................... 36
               Intelligence .............................. 25
               Evasion ................................... 72
               Magic Defense ............................ 116
               Gil ..................................... 2355
               EXP ..................................... 2355
               Treasure ................................ None

          [102] Kraken ~
          =----------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ...................................... 1800
               Attack .................................... 50
               Accuracy .................................. 90
               Defense ................................... 60
               Agility ................................... 42
               Intelligence .............................. 32
               Evasion ................................... 84
               Magic Defense ............................ 160
               Gil ..................................... 5000
               EXP ..................................... 4245
               Treasure ....................... Kikuichimonji

          [103] Tyrannosaur ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 600
               Attack ................................... 115
               Accuracy ................................. 144
               Defense ................................... 10
               Agility ................................... 30
               Intelligence .............................. 24
               Evasion ................................... 60
               Magic Defense ............................ 200
               Gil ...................................... 600
               EXP ..................................... 7200
               Treasure ....................... Giant's Tonic

          [104] Black Knight ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 260
               Attack .................................... 44
               Accuracy .................................. 65
               Defense ................................... 38
               Agility ................................... 18
               Intelligence .............................. 20
               Evasion ................................... 36
               Magic Defense ............................ 135
               Gil ..................................... 1800
               EXP ..................................... 1263
               Treasure ........................ Deathbringer

          [105] Chimera ~
          =-----------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire
               HP ....................................... 300
               Attack .................................... 40
               Accuracy .................................. 60
               Defense ................................... 20
               Agility ................................... 36
               Intelligence .............................. 24
               Evasion ................................... 72
               Magic Defense ............................ 130
               Gil ..................................... 2500
               EXP ..................................... 2064
               Treasure ................................ None

          [106] Guardian ~
          =------------=
                 [Weakness]  : Lightning
                 [Resistance]: Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 200
               Attack .................................... 25
               Accuracy .................................. 50
               Defense ................................... 40
               Agility ................................... 36
               Intelligence .............................. 24
               Evasion ................................... 72
               Magic Defense ............................ 110
               Gil ...................................... 400
               EXP ..................................... 1224
               Treasure ................................ None

          [107] Blue Dragon ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Lightning
               HP ....................................... 454
               Attack .................................... 92
               Accuracy .................................. 86
               Defense ................................... 20
               Agility ................................... 48
               Intelligence .............................. 28
               Evasion ................................... 96
               Magic Defense ............................ 200
               Gil ..................................... 2000
               EXP ..................................... 3274
               Treasure ................................ None

          [108] Green Dragon ~
          =----------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake
               HP ....................................... 352
               Attack .................................... 72
               Accuracy .................................. 68
               Defense ................................... 16
               Agility ................................... 48
               Intelligence .............................. 24
               Evasion ................................... 96
               Magic Defense ............................ 200
               Gil ..................................... 5000
               EXP ..................................... 4068
               Treasure ................................ None

          [109] Stone Golem ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 200
               Attack .................................... 70
               Accuracy .................................. 50
               Defense ................................... 16
               Agility ................................... 12
               Intelligence .............................. 21
               Evasion ................................... 24
               Magic Defense ............................ 110
               Gil ..................................... 1000
               EXP ..................................... 2385
               Treasure ................................ None

          [110] Air Elemental ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 358
               Attack .................................... 53
               Accuracy .................................. 62
               Defense .................................... 4
               Agility ................................... 72
               Intelligence .............................. 40
               Evasion .................................. 144
               Magic Defense ............................ 130
               Gil ...................................... 807
               EXP ..................................... 1614
               Treasure ............................... Ether

          [111] Spirit Naga ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 420
               Attack ..................................... 7
               Accuracy .................................. 88
               Defense ................................... 16
               Agility ................................... 24
               Intelligence .............................. 32
               Evasion ................................... 48
               Magic Defense ............................ 143
               Gil ..................................... 4000
               EXP ..................................... 3489
               Treasure ................................ None

          [112] Death Knight ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 190
               Attack .................................... 55
               Accuracy .................................. 48
               Defense ................................... 32
               Agility ................................... 21
               Intelligence .............................. 28
               Evasion ................................... 42
               Magic Defense ............................ 173
               Gil ..................................... 3000
               EXP ..................................... 2700
               Treasure ................................ None

          [113] Earth Medusa ~
          =----------------=
                 [Weakness]  : Fire
                 [Resistance]: Quake, Ice
               HP ........................................ 96
               Attack .................................... 11
               Accuracy .................................. 24
               Defense ................................... 12
               Agility ................................... 36
               Intelligence .............................. 24
               Evasion ................................... 72
               Magic Defense ............................. 70
               Gil ..................................... 1218
               EXP ..................................... 1218
               Treasure ................................ None

          [114] Black Flan ~
          =--------------=
                 [Weakness]  : Fire
                 [Resistance]: Quake, Lightning, Ice, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 156
               Attack .................................... 49
               Accuracy .................................. 39
               Defense .................................. 255
               Agility ................................... 12
               Intelligence ............................... 6
               Evasion ................................... 24
               Magic Defense ............................. 85
               Gil ...................................... 900
               EXP ..................................... 1101
               Treasure ................................ None

          [115] Soldier ~
          =-----------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire, Ice, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 400
               Attack ................................... 102
               Accuracy .................................. 90
               Defense ................................... 48
               Agility ................................... 48
               Intelligence .............................. 28
               Evasion ................................... 96
               Magic Defense ............................ 160
               Gil ..................................... 2000
               EXP ..................................... 4000
               Treasure ........................ Phoenix Down

          [116] Vampire Lord ~
          =----------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 300
               Attack .................................... 90
               Accuracy .................................. 42
               Defense ................................... 28
               Agility ................................... 36
               Intelligence .............................. 34
               Evasion ................................... 72
               Magic Defense ............................. 84
               Gil ..................................... 3000
               EXP ..................................... 2385
               Treasure ....................... Hermes' Shoes

          [117] Dark Fighter ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 200
               Attack .................................... 40
               Accuracy .................................. 45
               Defense ................................... 38
               Agility ................................... 45
               Intelligence .............................. 34
               Evasion ................................... 90
               Magic Defense ............................ 186
               Gil ..................................... 3420
               EXP ..................................... 3420
               Treasure ................................ None

          [118] Death Machine ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ...................................... 2000
               Attack ................................... 128
               Accuracy ................................. 200
               Defense ................................... 80
               Agility ................................... 48
               Intelligence .............................. 50
               Evasion ................................... 96
               Magic Defense ............................ 200
               Gil .................................... 32000
               EXP .................................... 32000
               Treasure ......................... Genji Armor

          [119] Tiamat ~
          =----------=
                 [Weakness]  : Stone, Poison
                 [Resistance]: Quake, Fire, Lightning, Ice
               HP ...................................... 2400
               Attack .................................... 53
               Accuracy .................................. 80
               Defense ................................... 80
               Agility ................................... 36
               Intelligence .............................. 45
               Evasion ................................... 72
               Magic Defense ............................ 200
               Gil ..................................... 6000
               EXP ..................................... 5496
               Treasure ................................ None

          [120] Rhyos ~
          =---------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire
               HP ....................................... 350
               Attack .................................... 40
               Accuracy .................................. 70
               Defense ................................... 18
               Agility ................................... 30
               Intelligence .............................. 30
               Evasion ................................... 60
               Magic Defense ............................ 143
               Gil ..................................... 5000
               EXP ..................................... 4584
               Treasure ......................... Power Staff

          [121] Death Eye ~
          =-------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 360
               Attack ................................... 120
               Accuracy ................................. 150
               Defense ................................... 60
               Agility ................................... 12
               Intelligence .............................. 35
               Evasion ................................... 24
               Magic Defense ............................ 160
               Gil ........................................ 1
               EXP ........................................ 1
               Treasure .............................. Elixir

          [122] Purle Worm ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 448
               Attack .................................... 65
               Accuracy ................................. 112
               Defense ................................... 10
               Agility ................................... 18
               Intelligence .............................. 24
               Evasion ................................... 36
               Magic Defense ............................ 200
               Gil ..................................... 1000
               EXP ..................................... 4344
               Treasure ...................... Emergency Exit

          [123] Iron Golem ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Ice, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 304
               Attack .................................... 93
               Accuracy .................................. 76
               Defense .................................. 100
               Agility ................................... 12
               Intelligence .............................. 26
               Evasion ................................... 24
               Magic Defense ............................ 143
               Gil ..................................... 3000
               EXP ..................................... 6717
               Treasure ................................ None

          [124] Lich (CHAOS SHRINE VERSION) ~
          =-------------------------------=
                 [Weakness]  : Dia
                 [Resistance]: Ice, Stone, Paralysis, Poison,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ...................................... 2800
               Attack .................................... 50
               Accuracy .................................. 64
               Defense ................................... 80
               Agility ................................... 24
               Intelligence .............................. 34
               Evasion ................................... 48
               Magic Defense ............................ 140
               Gil ........................................ 1
               EXP ..................................... 2000
               Treasure ................................ None

          [125] Maralith (CHAOS SHRINE VERSION) ~
          =-----------------------------------=
                 [Weakness]  : None
                 [Resistance]: Fire, Lightning, Ice, Stone,
                               Poison
               HP ...................................... 3200
               Attack .................................... 60
               Accuracy .................................. 63
               Defense ................................... 80
               Agility ................................... 30
               Intelligence .............................. 41
               Evasion ................................... 60
               Magic Defense ............................ 183
               Gil ........................................ 1
               EXP ..................................... 2000
               Treasure ................................ None

          [126] Kraken (CHAOS SHRINE VERSION) ~
          =---------------------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire
               HP ...................................... 3600
               Attack .................................... 60
               Accuracy ................................. 114
               Defense ................................... 80
               Agility ................................... 49
               Intelligence .............................. 41
               Evasion ................................... 98
               Magic Defense ............................ 200
               Gil ........................................ 1
               EXP ..................................... 2000
               Treasure ........................... Eye Drops

          [127] Tiamat (CHAOS SHRINE VERSION) ~
          =---------------------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice
               HP ...................................... 5500
               Attack .................................... 75
               Accuracy .................................. 85
               Defense ................................... 90
               Agility ................................... 45
               Intelligence .............................. 38
               Evasion ................................... 90
               Magic Defense ............................ 200
               Gil ........................................ 1
               EXP ..................................... 2000
               Treasure .......................... Rune Staff

          [128] Chaos ~
          =---------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Time, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ..................................... 20000
               Attack ................................... 170
               Accuracy ................................. 200
               Defense .................................. 100
               Agility ................................... 50
               Intelligence .............................. 40
               Evasion .................................. 100
               Magic Defense ............................ 200
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ................................ None

          [129] Echidna ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Time, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ...................................... 4800
               Attack .................................... 50
               Accuracy .................................. 50
               Defense ................................... 50
               Agility ................................... 30
               Intelligence .............................. 30
               Evasion .................................... 1
               Magic Defense ............................. 70
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ............................ X-Potion

          [130] Cerberus ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Time, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ...................................... 4000
               Attack .................................... 40
               Accuracy .................................. 60
               Defense ................................... 50
               Agility ................................... 50
               Intelligence .............................. 40
               Evasion ................................... 50
               Magic Defense ............................. 60
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ............................. Kotetsu

          [131] Ahriman ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Time, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ...................................... 5000
               Attack .................................... 60
               Accuracy .................................. 65
               Defense ................................... 50
               Agility ................................... 30
               Intelligence .............................. 50
               Evasion ................................... 25
               Magic Defense ............................ 100
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ........................... Dry Ether

          [132] 2-Headed Dragon ~
          =-------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Time, Stone, Paralysis,
                               Poison, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ...................................... 4500
               Attack .................................... 60
               Accuracy .................................. 50
               Defense ................................... 50
               Agility ................................... 30
               Intelligence .............................. 10
               Evasion ................................... 30
               Magic Defense ............................. 50
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ........................ Bard's Tunic

          [133] Scarmiglione (1st Form) ~
          =---------------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Time, Stone, Poison,
                               Death
               HP ...................................... 4000
               Attack .................................... 19
               Accuracy .................................. 50
               Defense ................................... 10
               Agility ................................... 10
               Intelligence ............................. 160
               Evasion ................................... 10
               Magic Defense ............................ 140
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ................................ None

          [134] Scarmiglione (2nd Form) ~
          =---------------------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Time, Stone,
                               Poison, Death
               HP ...................................... 7046
               Attack .................................... 46
               Accuracy .................................. 40
               Defense ................................... 20
               Agility ................................... 10
               Intelligence ............................. 100
               Evasion ................................... 10
               Magic Defense ............................ 140
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ....................... Lunar Curtain

          [135] Cagnazzo ~
          =------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Ice, Time, Stone,
                               Poison, Death
               HP ...................................... 7968
               Attack .................................... 44
               Accuracy .................................. 80
               Defense ................................... 20
               Agility ................................... 20
               Intelligence .............................. 55
               Evasion .................................... 5
               Magic Defense ............................ 180
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ....................... Light Curtain

          [136] Barbariccia ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Lightning, Time, Stone,
                               Poison, Death
               HP ..................................... 12954
               Attack .................................... 88
               Accuracy ................................. 100
               Defense ................................... 10
               Agility ................................... 60
               Intelligence .............................. 60
               Evasion ................................... 60
               Magic Defense ............................ 190
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure .......................... Braveheart

          [137] Rubicante ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Ice, Time, Stone,
                               Poison, Death
               HP ..................................... 15000
               Attack .................................... 88
               Accuracy ................................. 150
               Defense ................................... 40
               Agility ................................... 50
               Intelligence .............................. 65
               Evasion ................................... 30
               Magic Defense ............................ 220
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ....................... Kikuichimonji

          [138] Gilgamesh ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Time, Stone, Poison,
                               Death
               HP ...................................... 8888
               Attack .................................... 70
               Accuracy ................................. 110
               Defense ................................... 50
               Agility ................................... 20
               Intelligence .............................. 20
               Evasion ................................... 10
               Magic Defense ............................ 220
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ........................ Genji Gloves

          [139] Omega ~
          =---------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire, Ice, Time, Stone,
                               Paralysis, Poison, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ..................................... 35000
               Attack ................................... 115
               Accuracy ................................. 200
               Defense .................................. 190
               Agility ................................... 76
               Intelligence .............................. 40
               Evasion ................................... 95
               Magic Defense ............................ 220
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ............................ Murasame

          [140] Shinryu ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: Quake, Time, Stone, Poison,
                               Death
               HP ..................................... 35000
               Attack ................................... 220
               Accuracy ................................. 200
               Defense ................................... 60
               Agility ................................... 87
               Intelligence .............................. 70
               Evasion ................................... 20
               Magic Defense ............................ 220
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ............................ Ragnarok

          [141] Atomos ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: Quake, Time, Stone, Poison,
                               Death
               HP ..................................... 13000
               Attack .................................... 50
               Accuracy .................................. 80
               Defense ................................... 70
               Agility ................................... 10
               Intelligence ............................. 130
               Evasion ................................... 10
               Magic Defense ............................ 200
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ...................... Judgment Staff

          [142] Typhon ~
          =----------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire, Time, Stone,
                               Poison, Death
               HP ..................................... 10000
               Attack .................................... 70
               Accuracy .................................. 70
               Defense .................................. 100
               Agility ................................... 10
               Intelligence .............................. 40
               Evasion .................................... 0
               Magic Defense ............................ 190
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure .......................... Genji Helm

          [143] Orthros ~
          =-----------=
                 [Weakness]  : Fire, Lightning
                 [Resistance]: Quake, Ice, Time, Stone,
                               Poison, Death
               HP ..................................... 17000
               Attack .................................... 60
               Accuracy .................................. 80
               Defense ................................... 40
               Agility ................................... 30
               Intelligence .............................. 20
               Evasion .................................... 0
               Magic Defense ............................ 180
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure .......................... Rune Staff

          [144] Phantom Train ~
          =-----------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Time, Stone, Poison,
                               Death
               HP ...................................... 9999
               Attack ................................... 200
               Accuracy .................................. 50
               Defense ................................... 80
               Agility ................................... 30
               Intelligence .............................. 40
               Evasion .................................... 0
               Magic Defense ............................ 180
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ........................... Megalixir

          [145] Death Gaze ~
          =--------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Time, Stone,
                               Poison, Death
               HP ..................................... 30000
               Attack .................................... 90
               Accuracy ................................. 200
               Defense .................................. 150
               Agility ................................... 95
               Intelligence .............................. 50
               Evasion ................................... 30
               Magic Defense ............................ 220
               Gil ........................................ 0
               EXP ........................................ 0
               Treasure ........................ Lightbringer

          [146] Devil Wizard ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 700
               Attack .................................... 50
               Accuracy .................................. 50
               Defense ................................... 50
               Agility ................................... 20
               Intelligence .............................. 80
               Evasion ................................... 95
               Magic Defense ............................ 170
               Gil ..................................... 3800
               EXP ..................................... 3800
               Treasure ................................ None

          [147] Abyss Worm ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ...................................... 2500
               Attack .................................... 95
               Accuracy ................................. 120
               Defense ................................... 30
               Agility ................................... 10
               Intelligence .............................. 10
               Evasion ................................... 40
               Magic Defense ............................ 200
               Gil ..................................... 1500
               EXP ..................................... 4000
               Treasure ........................... Megalixir

          [148] Elm Gigas ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 250
               Attack .................................... 40
               Accuracy .................................. 62
               Defense ................................... 15
               Agility ................................... 35
               Intelligence .............................. 10
               Evasion ................................... 50
               Magic Defense ............................ 120
               Gil ...................................... 850
               EXP ...................................... 850
               Treasure ................................ None

          [149] Flare Gigas ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ...................................... 1050
               Attack .................................... 80
               Accuracy .................................. 80
               Defense ................................... 30
               Agility ................................... 40
               Intelligence .............................. 12
               Evasion ................................... 50
               Magic Defense ............................ 150
               Gil ..................................... 2000
               EXP ..................................... 2000
               Treasure ......................... Red Curtain

          [150] Unicorn ~
          =-----------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 150
               Attack .................................... 20
               Accuracy .................................. 35
               Defense .................................... 8
               Agility ................................... 50
               Intelligence .............................. 50
               Evasion ................................... 33
               Magic Defense ............................. 80
               Gil ...................................... 300
               EXP ...................................... 500
               Treasure ............................... Ether

          [151] Yellow Ogre ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 150
               Attack .................................... 25
               Accuracy .................................. 30
               Defense ................................... 15
               Agility ................................... 10
               Intelligence ............................... 5
               Evasion ................................... 23
               Magic Defense ............................. 60
               Gil ...................................... 250
               EXP ...................................... 300
               Treasure ................................ None

          [152] Mad Ogre ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ...................................... 1000
               Attack .................................... 75
               Accuracy .................................. 40
               Defense ................................... 40
               Agility ................................... 20
               Intelligence ............................... 3
               Evasion ................................... 60
               Magic Defense ............................. 50
               Gil ..................................... 1000
               EXP ..................................... 1000
               Treasure ...................... Strength Tonic

          [153] Mage Chimera ~
          =----------------=
                 [Weakness]  : Ice
                 [Resistance]: Quake, Fire
               HP ....................................... 600
               Attack .................................... 55
               Accuracy .................................. 75
               Defense ................................... 30
               Agility ................................... 70
               Intelligence .............................. 40
               Evasion ................................... 70
               Magic Defense ............................ 150
               Gil ..................................... 4500
               EXP ..................................... 5000
               Treasure ....................... Hermes' Shoes

          [154] Yellow Dragon ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 500
               Attack .................................... 50
               Accuracy .................................. 68
               Defense ................................... 16
               Agility ................................... 32
               Intelligence .............................. 30
               Evasion ................................... 96
               Magic Defense ............................ 200
               Gil ..................................... 3000
               EXP ..................................... 2400
               Treasure ....................... Lunar Curtain

          [155] Holy Dragon ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ...................................... 1374
               Attack ................................... 100
               Accuracy .................................. 88
               Defense ................................... 50
               Agility ................................... 62
               Intelligence .............................. 45
               Evasion ................................... 96
               Magic Defense ............................ 200
               Gil ..................................... 5055
               EXP ..................................... 5505
               Treasure ........................... Dry Ether

          [156] Mythril Golem ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 848
               Attack .................................... 84
               Accuracy .................................. 85
               Defense .................................. 160
               Agility ................................... 13
               Intelligence .............................. 15
               Evasion ................................... 20
               Magic Defense ............................ 170
               Gil ..................................... 6000
               EXP ..................................... 6000
               Treasure ....................... Dark Claymore

          [157] Killer Shark ~
          =----------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Ice, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ...................................... 1200
               Attack .................................... 60
               Accuracy .................................. 90
               Defense ................................... 20
               Agility ................................... 60
               Intelligence .............................. 30
               Evasion ................................... 72
               Magic Defense ............................ 120
               Gil ...................................... 700
               EXP ..................................... 2500
               Treasure ................................ None

          [158] Death Manticore ~
          =-------------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 243
               Attack .................................... 22
               Accuracy .................................. 40
               Defense ................................... 12
               Agility ................................... 90
               Intelligence .............................. 40
               Evasion ................................... 82
               Magic Defense ............................. 90
               Gil ..................................... 1200
               EXP ...................................... 800
               Treasure ................................ None

          [159] Blood Tiger ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 213
               Attack .................................... 22
               Accuracy .................................. 40
               Defense ................................... 16
               Agility ................................... 60
               Intelligence .............................. 20
               Evasion ................................... 45
               Magic Defense ............................. 90
               Gil ...................................... 100
               EXP ...................................... 300
               Treasure ................................ None

          [160] Dark Eye ~
          =------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 450
               Attack .................................... 45
               Accuracy .................................. 76
               Defense ................................... 20
               Agility ................................... 30
               Intelligence ............................... 5
               Evasion ................................... 72
               Magic Defense ............................ 156
               Gil ..................................... 2000
               EXP ...................................... 555
               Treasure ................................ None

          [161] Bloody Eye ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 720
               Attack ................................... 100
               Accuracy ................................. 130
               Defense ................................... 80
               Agility ................................... 30
               Intelligence .............................. 75
               Evasion ................................... 25
               Magic Defense ............................ 160
               Gil ........................................ 2
               EXP ..................................... 2000
               Treasure .............................. Remedy

          [162] Flood Gigas ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 400
               Attack .................................... 45
               Accuracy .................................. 45
               Defense ................................... 10
               Agility .................................... 5
               Intelligence ............................... 5
               Evasion ................................... 50
               Magic Defense ............................. 50
               Gil ..................................... 1500
               EXP ...................................... 300
               Treasure ................................ None

          [163] Poison Eagle ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 200
               Attack .................................... 30
               Accuracy .................................. 60
               Defense .................................... 5
               Agility ................................... 77
               Intelligence .............................. 36
               Evasion .................................. 100
               Magic Defense ............................. 52
               Gil ...................................... 555
               EXP ...................................... 500
               Treasure .......................... Cockatrice

          [164] Black Goblin ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 50
               Attack .................................... 10
               Accuracy ................................... 5
               Defense .................................... 4
               Agility ................................... 10
               Intelligence ............................... 1
               Evasion ................................... 10
               Magic Defense ............................. 16
               Gil ...................................... 300
               EXP ...................................... 200
               Treasure .............................. Potion

          [165] Knocker ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 450
               Attack .................................... 40
               Accuracy .................................. 30
               Defense ................................... 40
               Agility ................................... 40
               Intelligence ............................... 5
               Evasion ................................... 40
               Magic Defense ............................. 23
               Gil ...................................... 500
               EXP ...................................... 500
               Treasure ........................... Hi-Potion

          [166] Desertpede ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 120
               Attack .................................... 35
               Accuracy .................................. 35
               Defense ................................... 15
               Agility ................................... 40
               Intelligence ............................... 8
               Evasion ................................... 60
               Magic Defense ............................. 85
               Gil ...................................... 100
               EXP ...................................... 250
               Treasure ............................ Antidote

          [167] Gloom Widow ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 71
               Attack ..................................... 8
               Accuracy .................................. 18
               Defense ................................... 20
               Agility ................................... 44
               Intelligence .............................. 12
               Evasion ................................... 24
               Magic Defense ............................. 40
               Gil ...................................... 520
               EXP ...................................... 140
               Treasure ............................ Antidote

          [168] Duel Knight ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 520
               Attack .................................... 60
               Accuracy .................................. 58
               Defense ................................... 50
               Agility ................................... 49
               Intelligence .............................. 41
               Evasion ................................... 55
               Magic Defense ............................ 140
               Gil ..................................... 4300
               EXP ..................................... 1200
               Treasure ............................ Enhancer

          [169] Squidraken ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Fire, Ice, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind
               HP ....................................... 480
               Attack .................................... 40
               Accuracy .................................. 44
               Defense ................................... 32
               Agility ................................... 55
               Intelligence .............................. 78
               Evasion ................................... 77
               Magic Defense ............................ 160
               Gil ...................................... 888
               EXP ...................................... 888
               Treasure ........................ Sage's Staff

          [170] Pharoah ~
          =-----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Paralysis, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ...................................... 1220
               Attack .................................... 75
               Accuracy .................................. 67
               Defense ................................... 44
               Agility ................................... 45
               Intelligence .............................. 18
               Evasion ................................... 24
               Magic Defense ............................. 92
               Gil ..................................... 1542
               EXP ..................................... 1542
               Treasure ............................... Asura

          [171] Bonesnatch ~
          =--------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Paralysis, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 500
               Attack .................................... 45
               Accuracy .................................. 60
               Defense ................................... 12
               Agility ................................... 50
               Intelligence .............................. 15
               Evasion ................................... 42
               Magic Defense ............................. 81
               Gil ...................................... 800
               EXP ...................................... 500
               Treasure ................................ None

          [172] Silver Dragon ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 200
               Attack .................................... 53
               Accuracy .................................. 50
               Defense ................................... 10
               Agility ................................... 40
               Intelligence .............................. 15
               Evasion ................................... 86
               Magic Defense ............................ 180
               Gil ..................................... 2000
               EXP ..................................... 1800
               Treasure ................................ None

          [173] Black Dragon ~
          =----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ...................................... 1600
               Attack .................................... 95
               Accuracy .................................. 62
               Defense ................................... 30
               Agility ................................... 40
               Intelligence .............................. 30
               Evasion .................................. 120
               Magic Defense ............................ 200
               Gil ..................................... 4000
               EXP ..................................... 3000
               Treasure ....................... Lunar Curtain

          [174] Blue Troll ~
          =--------------=
                 [Weakness]  : Fire
                 [Resistance]: None
               HP ....................................... 132
               Attack .................................... 20
               Accuracy .................................. 46
               Defense ................................... 10
               Agility ................................... 36
               Intelligence .............................. 14
               Evasion ................................... 48
               Magic Defense ............................. 85
               Gil ...................................... 300
               EXP ...................................... 340
               Treasure ................................ None

          [175] Earth Troll ~
          =---------------=
                 [Weakness]  : Fire
                 [Resistance]: None
               HP ....................................... 566
               Attack .................................... 50
               Accuracy .................................. 56
               Defense ................................... 45
               Agility ................................... 25
               Intelligence .............................. 14
               Evasion ................................... 48
               Magic Defense ............................ 100
               Gil ...................................... 542
               EXP ..................................... 1200
               Treasure ................................ None

          [176] Poison Naga ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 232
               Attack ..................................... 6
               Accuracy .................................. 68
               Defense .................................... 8
               Agility ................................... 65
               Intelligence .............................. 65
               Evasion ................................... 45
               Magic Defense ............................ 120
               Gil ...................................... 960
               EXP ...................................... 960
               Treasure ................................ None

          [177] Earth Plant ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 675
               Attack .................................... 35
               Accuracy .................................. 86
               Defense ................................... 60
               Agility ................................... 19
               Intelligence .............................. 20
               Evasion ................................... 24
               Magic Defense ............................ 170
               Gil ...................................... 300
               EXP ..................................... 4440
               Treasure ......................... Turbo Ether

          [178] Yamatano Orachi ~
          =-------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ...................................... 1068
               Attack .................................... 50
               Accuracy .................................. 60
               Defense ................................... 42
               Agility ................................... 45
               Intelligence .............................. 47
               Evasion ................................... 36
               Magic Defense ............................ 180
               Gil ...................................... 800
               EXP ..................................... 4500
               Treasure .......................... Braveheart

          [179] Dark Elemental ~
          =------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 200
               Attack .................................... 66
               Accuracy .................................. 72
               Defense ................................... 20
               Agility ................................... 33
               Intelligence .............................. 74
               Evasion ................................... 25
               Magic Defense ............................ 120
               Gil ...................................... 780
               EXP ..................................... 1500
               Treasure ................................ None

          [180] Devil Hound ~
          =---------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 150
               Attack .................................... 22
               Accuracy .................................. 40
               Defense .................................... 8
               Agility ................................... 60
               Intelligence .............................. 30
               Evasion ................................... 45
               Magic Defense ............................. 76
               Gil ...................................... 150
               EXP ...................................... 300
               Treasure ................................ None

          [181] Sekhret ~
          =-----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ...................................... 1400
               Attack ................................... 110
               Accuracy .................................. 70
               Defense ................................... 25
               Agility ................................... 30
               Intelligence ............................... 5
               Evasion ................................... 60
               Magic Defense ............................ 116
               Gil ..................................... 1300
               EXP ..................................... 1300
               Treasure .......................... War Hammer

          [182] Catoblepas ~
          =--------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Lightning, Ice,
                               Paralysis, Darkness, Sleep,
                               Silence, Confusion, Mind,
                               Death
               HP ....................................... 200
               Attack .................................... 30
               Accuracy .................................. 60
               Defense ................................... 20
               Agility ................................... 30
               Intelligence .............................. 20
               Evasion ................................... 45
               Magic Defense ............................ 100
               Gil ...................................... 800
               EXP ..................................... 1500
               Treasure .............................. Remedy

          [183] Hundlegs ~
          =------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 235
               Attack .................................... 40
               Accuracy .................................. 60
               Defense ................................... 20
               Agility ................................... 40
               Intelligence .............................. 10
               Evasion ................................... 45
               Magic Defense ............................ 120
               Gil ...................................... 200
               EXP ..................................... 1000
               Treasure ................................ None

          [184] Undergrounder ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Lightning, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 690
               Attack .................................... 75
               Accuracy .................................. 85
               Defense ................................... 50
               Agility ................................... 40
               Intelligence .............................. 35
               Evasion ................................... 45
               Magic Defense ............................ 190
               Gil ..................................... 1300
               EXP ..................................... 2500
               Treasure ........................... Gaia Gear

          [185] Death Elemental ~
          =-------------------=
                 [Weakness]  : None
                 [Resistance]: Quake, Fire, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 160
               Attack .................................... 35
               Accuracy .................................. 66
               Defense .................................... 4
               Agility ................................... 84
               Intelligence .............................. 30
               Evasion .................................. 120
               Magic Defense ............................ 120
               Gil ...................................... 800
               EXP ...................................... 753
               Treasure .......................... Zephr Cape

          [186] Wild Nakk ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 80
               Attack .................................... 15
               Accuracy .................................. 20
               Defense ................................... 20
               Agility ................................... 80
               Intelligence .............................. 40
               Evasion ................................... 40
               Magic Defense ............................. 30
               Gil ....................................... 60
               EXP ...................................... 240
               Treasure .......................... White Fang

          [187] Dark Wolf ~
          =-------------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ....................................... 360
               Attack .................................... 30
               Accuracy .................................. 60
               Defense ................................... 25
               Agility .................................. 100
               Intelligence .............................. 45
               Evasion ................................... 70
               Magic Defense ............................. 50
               Gil ....................................... 75
               EXP ...................................... 300
               Treasure .......................... White Fang

          [188] Rock Gargoyle ~
          =-----------------=
                 [Weakness]  : None
                 [Resistance]: Quake
               HP ....................................... 337
               Attack .................................... 30
               Accuracy .................................. 60
               Defense ................................... 72
               Agility ................................... 67
               Intelligence .............................. 12
               Evasion ................................... 72
               Magic Defense ............................ 130
               Gil ....................................... 50
               EXP ...................................... 120
               Treasure ................................ None

          [189] Sahagin Queen ~
          =-----------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire
               HP ....................................... 100
               Attack .................................... 30
               Accuracy .................................. 30
               Defense ................................... 15
               Agility ................................... 50
               Intelligence .............................. 50
               Evasion ................................... 80
               Magic Defense ............................. 80
               Gil ...................................... 500
               EXP ...................................... 500
               Treasure ........................ Blue Curtain

          [190] Reaper ~
          =----------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 350
               Attack .................................... 90
               Accuracy .................................. 50
               Defense ................................... 20
               Agility ................................... 40
               Intelligence .............................. 55
               Evasion ................................... 60
               Magic Defense ............................ 200
               Gil ..................................... 1000
               EXP ..................................... 1000
               Treasure ........................ Lightbringer

          [191] Python ~
          =----------=
                 [Weakness]  : None
                 [Resistance]: None
               HP ........................................ 85
               Attack .................................... 22
               Accuracy .................................. 24
               Defense ................................... 15
               Agility ................................... 15
               Intelligence .............................. 10
               Evasion ................................... 40
               Magic Defense ............................. 50
               Gil ...................................... 150
               EXP ...................................... 200
               Treasure ............................ Antidote

          [192] Skuldier ~
          =------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Ice, Paralysis, Darkness,
                               Sleep, Silence, Confusion,
                               Mind, Death
               HP ....................................... 120
               Attack .................................... 25
               Accuracy .................................. 35
               Defense .................................... 6
               Agility ................................... 10
               Intelligence .............................. 10
               Evasion ................................... 35
               Magic Defense ............................. 42
               Gil ....................................... 80
               EXP ...................................... 133
               Treasure ................................ None

          [193] Red Flan ~
          =------------=
                 [Weakness]  : Fire, Ice
                 [Resistance]: Quake, Lightning, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ....................................... 390
               Attack .................................... 50
               Accuracy .................................. 39
               Defense .................................. 255
               Agility ................................... 60
               Intelligence .............................. 50
               Evasion ................................... 20
               Magic Defense ............................. 80
               Gil ...................................... 500
               EXP ..................................... 1110
               Treasure ................................ None

          [194] Prototype ~
          =-------------=
                 [Weakness]  : Lightning
                 [Resistance]: Quake, Fire, Ice, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ...................................... 1500
               Attack .................................... 85
               Accuracy .................................. 70
               Defense ................................... 45
               Agility ................................... 60
               Intelligence .............................. 60
               Evasion ................................... 80
               Magic Defense ............................ 150
               Gil ..................................... 1000
               EXP ..................................... 2000
               Treasure ............................ Rune Axe

          [195] Revenant ~
          =------------=
                 [Weakness]  : Fire, Dia
                 [Resistance]: Quake, Ice, Paralysis,
                               Darkness, Sleep, Silence,
                               Confusion, Mind, Death
               HP ........................................ 68
               Attack .................................... 20
               Accuracy .................................. 13
               Defense ................................... 15
               Agility ................................... 30
               Intelligence ............................... 3
               Evasion ................................... 42
               Magic Defense ............................. 45
               Gil ...................................... 250
               EXP ...................................... 250
               Treasure ................................ None

*=============================================================================*
   +---------------------------------------------------------------------+
                            12. Version History                 [12000]
   +---------------------------------------------------------------------+
*=============================================================================*

    Version 0.1 - The guide skeleton and layout has been created. 21 KB

    Version 0.2 - Progress has begun on the Final Fantasy I section.
                  Walkthrough is finished up to Pravoka. 100 KB

    Version 0.3 - A lot of stuff is going on in the walkthrough section.
                  Most noticeably, the walkthrough is up to the Cavern Of
                  Ice. 250 KB

    Version 0.4 - Walkthrough is complete. More information is added to the
                  Soul Of Chaos section. 396 KB

    Version 0.5 - Earthgift Shrine and Hellfire Chasm of the Soul Of Chaos
                  section are complete! 421 KB

    Version 0.6 - Bestiary statistics completed up entry #137. 440 KB

    Version 0.7 - Items list is done and complete. 450 KB

    Version 0.8 - Bestiary is completely finished. 501 KB

    Version 0.9 - Lifespring Grotto is done and done. Only one more SoC
                  dungeon to go from here. 537 KB

    Version 1.0 - Soul Of Chaos dungeons are complete. 591 KB

    Version 1.1 - A few changes were made. A few mistakes were fixed. 591 KB

    Version 1.2 - Redid some portions of the walkthrough. Fixed grammar
                  mistakes. 590 KB

    Version 1.3 - Legal Information updated.

*=============================================================================*
   +---------------------------------------------------------------------+
                           13. Legal Disclaimers                [13000]
   +---------------------------------------------------------------------+
*=============================================================================*

This FAQ is the property of its author, Quan Jin. All rights reserved.

Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file
for personal and private use only.

Final Fantasy I & II: Dawn of Souls is a registered trademark of Square-Enix.
The author (Quan Jin) is not affiliated with Square-Enix in any way or form.
All other trademarks are the property of their respective owners.

*=============================================================================*
   +---------------------------------------------------------------------+
                          14. Credits and Closing               [14000]
   +---------------------------------------------------------------------+
*=============================================================================*

I'm not too good with closing words. Hopefully, you have found this guide
useful. Have fun playing Final Fantasy I & II. For now folks, this is
goodbye.

                "The time to cast off the veil of darkness
                 and bring the world once more into light."

[-----------------------------------------------------------------------------]

Mikaga - Another help to my Soul Of Chaos section. His maps helped me through
        a lot.

TFergusson - Absolutely amazing Soul Of Chaos guide. It helped me significantly
            through the extra dungeons.

Astro Blade - A special thanks to Matt Tenker for taking the time to add a bit
             to this FAQ. I greatly appreciate it.

Lord Twitchel - Providing Bestiary statistics for Tyrannosaur and Death
               Machine. Sure saved me the work of finding those two
               monstrosities myself. Thanks!

Psycho Penguin - Major thanks to this dude who allowed me to use his stellar
                Final Fantasy Origins guide as a reference. \m/

In-Game Bestiary - Much <3 to the in-game bestiary which really saved me the
                  trouble of doing it myself.

Final Fantasy I & II Manual - A lot of the basics sections were taken from the
                             official game manual.

GameFAQs - The largest FAQ archive on the net. Thanks to CJayC for accepting
          this piece of work. He hasn't failed us yet. Also thanks to
          GameFAQs in providing $50 for me to buy this game.

Square-Enix - The producer of the re-release of Final Fantasy I & II. Square is
             also the incredibly amazing producer of the other Final
             Fantasy titles along with other stellar RPGs including one of my
             all-time favorites, Chrono Trigger.

Y.T.W.S.R. - Only a few selected people might know what I'm talking about here.
            Since I'm not one to give it away, I would still like to thank
            this group for their support and motivation throughout the
            lifespan of this entire FAQ.

The FCSB - They didn't help too much but what can I say, where would I be
          without a few of them? Major props to these great board members who
          are also prized FAQ writers. Some examples being; Crazyreyn, Psycho
          Penguin, Gbness, Karpah, SinirothX, Meowthnum1, Guitarfreak86,
          Joni Philips, War Doc, Merca, and last but definitely not least,
          Gobicamel1. You all rock!

- All outside sources which have contributed to the making of this guide in
some form have been cited in this section. Any sources that have provided any
information at all are listed in the credits. I am not taking credit for others
hard work and I hope they do the same. Not giving proper credit is plagiarism
and it's against the law.

[-----------------------------------------------------------------------------]
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           / / / / __ `/ ___/ //_/   | | / / __ \/ ___/ __/ _ \| |/_/
          / /_/ / /_/ / /  / ,<      | |/ / /_/ / /  / /_/  __/>  <
         /____.'\__,_/_/  /_/|_|     |___/\____/_/   \__/\___/_/|_|

                            -= Game on Forever =-