Final Fantasy 1 Walkthrough With Dagger

SPELL SPOTLIGHT: Fade

Spellbook: White Magic
Level: 8

WhiteWizard-FADE.gif


Saved the best for last as far as spells go. No entirely sure why they went with the name "Fade" although it's a top contender for the game's best spell. You're probably more familiar with this spell's more common name, Holy. It has been called White and Pearl as well in other games, though most of the time it's "Holy". Fade is something that had yet to be seen up until now this game. A White Magic spell that hits all targets for a ton of damage. Granted, the "Harm" spells do damage but only to undead. Fade works on any enemy party. It's almost as powerful as Nuke which makes it all the better. At this point your White Wizard basically outclasses the other two caster types. Do NOT go any further in the game without this spell. The magenta casting animation looks cool too, however the spell would move on to shades of blue and white in most titles.
 
WATERFALL
My Level: 27

So, this is an event that you will need to do now. It will make sense in a moment. Basically what happened was that a robot escaped from the Floating Castle and took a Cube. You need this Cube in order to use the teleporter that takes you from the Mirage Tower to the Floating Castle which is where the final fiend, Tiamat of Wind is waiting. The teleporter device will NOT work without the Cube. Luckily this place is straightforward. Go like you are headed to Onrac but keep going north in the river in your canoe until you enter the waterfall north of town. Inside the awesome Matoya's Cave theme plays yet again. It will seem like a maze, but it's not too bad at all. Basically head to the left, then down. There is only one chamber and once you find it you are at the end. There are mummies and cocatrices guarding the entrance to that chamber, so watch out. The robot gives you the Cube when you talk to him. The chests in the chamber have a Wizard Staff, a Ribbon, 24850 gil, and a Defense Sword. Give that to your Ninja. Now make your way back outside. You're ready for the Mirage Tower at this time. To be able to enter you needed the Chime and to proceed past its top floor you need the Cube. Let's move on.
 
MIRAGE TOWER
My Level: 27

If you did not go looking for this place earlier, here is how to find it. The Mirage Tower is located in the middle of a desert southwest of Gaia. You would have to land at the small bit of grassy fields south of Gaia that has an opening in the mountains going into the desert, then north to the tower. Now that you have the Chime you can go inside. If you also have the Cube from the robot at the waterfall then you can proceed to the Sky Castle which you can only get to by going through the Mirage Tower with the Cube.

The tower has the same music as the Marsh Cave. It is straightforward for the most part. You're going through circular shaped floors to the top. There's treasures to be found in the middle chambers though. In the first room you can skip the entirety of the floor by making your way out the door to the left when you go into the central chamber. Head north instead if you want treasures. At the top of this chamber is some strange grey stuff along the wall. Not sure if it's meant to be hieroglyphs or technological parts. Might be some of both. There's a robot there too and he asks if you are the master. Odd. Make your way back into the maze in the middle. The chest in the left part of the maze has a cabin. The two on the right part have 880 gil and a Heal Helmet. Give the latter to your Knight. The chests in the right half of the middle have 21410 gil and a Vorpal Sword. No one who is proficient with the sword will need it unfortunately. The chests in the left part of the middle have an Aegis Shield and 2750 gil. Give the Aegis Shield to your Knight. Now go south and out of the central chamber. Go up the stairs.

The second floor is a little trickier. This time there is a maze is in the outer portion instead of the central chamber. Make your way around the barriers until you get to right around where 2 o'clock is if you look at the circle clockwise. Go into the inner part of the maze of barriers now in order to avoid a dead end. Around where 10 o'clock would be is an opening you need to go through and at around 9 o'clock is another, head toward the center. Now go south and inside the door. Not sure how else to have explained that. Inside the middle room are several chests! They have 59075 gil, a house, a Sun Sword, a Dragon Armor, and a Thor Hammer. Give the Thor Hammer to your White Wizard. It is the White Wizard's ultimate weapon in the original game if you disregard the Masamune which any class can equip. Give the Sun Sword to your Red Wizard or Ninja for now. Give the Dragon Armor to your Knight. Exit the central chamber back into the barrier maze but make sure you use the door on the right. Simply head toward the north now. There is another robot here he talks about the robot who took the Cube. Talk to the robot if you want and then go upstairs. This last floor is simple. Heal up to maximum health before going inside the door. The warping point is guarded by a Blue Dragon! After defeating the Blue Dragon you can use the Cube to warp to the Sky Castle on the tile.
 
BOSS BATTLE: Blue Dragon

BlueDragon.gif


This can be a dangerous fight if you're not prepared. He only has 454 Health luckily. By now any Black Wizards or Red Wizards in your party should have Firaga which they could be casting. If your have no White Wizard then the Red Wizard may need to heal as necessary. Your Ninja could fight or cast Fira. Knights and Masters should attack normally. The White Wizard of course must be ready to heal. The Blue Dragon is actually thunder elemental oddly enough, not water as his appearance makes you think. For this reason, avoid having your Red Wizard or Black Wizard casting Thundaga. Firaga will get more damage and you have more spell slots for it anyhow.
 
SKY CASTLE
My Level: 28

This is the coolest monster lair in the game. You are literally in a castle flying up in space (or high up in the sky in later versions) and the music that plays here is greatly fitting of the location. The first room has four platforms in each direction. The one north of you is the one that gets you to the next floor, let's get some treasure first. Go right and inside the chamber are chests with 11900 gil, a Heal Helmet, and a Pro Ring. Now head back to the entrance and go south to find a chest with a Bane Sword. It is weaker than what you have access to, but keep it for now in case you want to use it as an item to cast Bane on the boss of this area. Now head back to the entrance and head west. In this chamber are chests with 21950 gil and a Heal Potion. Now head to the northern platform and exit this room.

The second room has six chambers with items in them. The southern central platform goes to the next area, but I'm sure you'll want the items so let's grab those. The upper left chamber has a House and a Silver Helmet. The upper right chamber has an Opal Gauntlet. The middle right chamber has an Opal Shield and a Ribbon. The middle left chamber has 13880 gil. The lower left chamber has Adamant. You need that in order to get the Excalibur for your Knight. You could leave the Sky Castle and get that now, but unless you're looking to fight Warmech you won't need it that badly. The lower right chamber has a Black Shirt and a White Shirt. Give the Black Shirt to your Black Wizard and the White Shirt to your White Wizard unless they are already equipped with Gold Rings. Oddly enough the Gold Rings provide better defense. The Black Shirt can cast Ice 2 in battle, so you may want to keep it for that. Now head for the southern central platform and leave this room.

The third room has a window overlooking the world from up in the sky. Talk to the green robot next to the window if you want, he tells you about the window. Go inspect the window to get a major hint regarding the location of the final boss. The chamber on the right if you follow the long little path to it has 24035 Gil, a Pro Cape, a Cloth which you obviously do not need, and a Soft Potion. Give the Pro Cape to your Red Wizard or White Wizard. It oddly enough is a Shield. The Knight and Ninja will have actual shields that are better by now so they don't need it. The chamber north of the window has 14450 gil, a Heal Potion, and a Pro Ring. There are two chambers to the south but they just have hieroglyphs and what looks like office chairs. That's really odd. None of these hieroglyphs really do anything, they all say that Tiamat is the Fiend of Wind. The chamber in the left has a Soft Potion, 7550 gil, and a Katana. Give the Katana to your Ninja. It is the Ninja's ultimate weapon if you disregard the Masamune. South of that chamber is the warp point to the next room.

Ok, this room SUCKS. It is the only part of the Sky Castle that I do not like. It has an infinite loop unless you get to the warp point and back in the days of the original NES version it was virtually impossible to predict the right path unless you were lucky enough to get it and then wrote it down. To get to it in the simplest way just go right until you have passed two sets of large black squares (counting the ones that were directly north of you at the start) then go south until you see the warp point. And of course monsters are still attacking which can throw off your concentration. Warp out as soon as you find the warp point. If you're back at the last floor you did it wrong. If you're on a long narrow sky bridge you did it right. Speaking of the long narrow sky bridge....



WARMECH BRIDGE

Warmech.gif


On the long narrow path leading to the boss chamber, you might run into a superboss called Warmech. It is a rare random encounter that may completely destroy you if you're not ready. This guy is tougher than the final boss of the game so avoid him at all costs until later.
 
BOSS BATTLE: Tiamat

Tiamat.gif


Tiamat is the fourth elemental fiend. She hits very hard. Have your White Wizards casting Fade (Holy) unless you need healing. The Red Wizards can also assist with healing. Cast Temper and Haste on your Knights or Ninjas. Have all Knights and Masters attacking. Ninjas can join in on the attacking after they are doing with Temper and Haste whether it was on themselves or on a Knight. Your Black Wizards should cast Bane or Nuke. Exploiting the weakness to Bane takes care of this battle, although if you want the more fun challenge then try to win without using that. Without Bane then Tiamat can be tough. She is tougher than Kraken but overall a lot easier than Lich or Kary to me.
 
EXCALIBUR SIDEQUEST
My Level: 28

This optional quest gets you the best weapon for your Knight. If you grabbed the Adamant from the Sky Castle (see that section for where this was) then fly back to the Dwarf Cave. Go talk to the blacksmith in the house in the northern portion of the cave. He offers to make you a great sword, this is the Excalibur. Only Knights can equip it. Between this sword that you just obtained, and the Katana you should have gotten in the Sky Castle then your Knight and Ninja both have their ultimate weapon now. Unless you have a party with multiple Knights or multiple Ninjas. The only weapon in the game that is more powerful is the Masamune.



RETURN TO CRESCENT LAKE (OPTIONAL)
My Level: 28

This is mostly optional. You've defeated all four fiends so it would make sense to go visit the sages to see what they have to say. If you looked out the window in the Sky Castle then you should already know where to go. Do it anyway for fun. If after talking to the sages you STILL don't know what to do (they made it obvious as to where you need to go) then you will need to go back to the Temple Of Fiends.



THE BATS! (OPTIONAL)
My Level: 28

Remember those bats in the chamber where you faced Garland? Now they talk. They are Lufenian warriors who failed to stop the time loop. Now you must finish what they started but failed to complete many years ago.
 
FINAL PREPARATIONS FOR THE LAST QUEST
My Level: 30

Not truly required, but this would be helpful. The final temple is tough. You will want to be ready. Here is how I would set up each given character class at this point in terms of equipment. I will assume you have gotten the prestige classes by now. If you haven't it would be wise to do so NOW and gain a few levels for the ones that gain new spell proficiencies. I will also assume you have no more than one of any character class.


KNIGHT
Knight.gif

Excalibur (equipped)
Light Axe (can attack enemy groups with magic as an item)
Opal Gauntlets (equipped)
Aegis Shield (equipped)
Heal Helmet (equipped)
Dragon Armor (equipped)


NINJA
Ninja.gif

Katana (equipped)
Mage Staff (can attack enemy groups with magic as an item)
Pro Ring (equipped)
Ice Shield (equipped)
Silver Helmet (equipped)
Ice Armor (equipped)


MASTER
Master.gif

Do not equip him with anything. If you have a Master in the party and there are any extra weapons or armor you need to carry but have no room for, have him hold onto them.


RED WIZARD
RedWizard.gif

Sun Sword (equipped)
Light Axe (can attack enemy groups with magic as an item)
Pro Ring (equipped)
Pro Cape (equipped)
Ribbon (equipped)
Gold Ring (equipped)


WHITE WIZARD
WhiteWizard.gif

Thor Hammer (equipped)
Heal Staff (can heal party when used as an item)
Black Shirt (can attack enemy groups with magic as an item)
Pro Ring (equipped)
Ribbon (equipped)
White Shirt (equipped)


BLACK WIZARD
BlackWizard.gif

Similar to White Wizard if you have a Black Wizard, but make sure to give him the Black Shirt to equip as armor and give him a Cat Claw for a weapon. Give him the Heal Staff if you do not have a White Wizard.


Have 99 restorative potions! This conserves your Knights, Red Wizards, or White Wizards' spell slots for the boss battles.
 
CHAOS TEMPLE
My Level: 30

Alright here we are. The final quest. You will return to where it all began. The Temple of Fiends. Talk to the bats if you wish and have not done so. Do not go on until you are ready! Make sure your White Wizard knows Exit if you have one in your party. This is the ONLY way of leaving the final quest should you desire to go back. Ok. Approach the dark crystal. You will be taken back in time 2,000 years. The overworld map and all other locations are not accessible in the past. Only the Temple Of Fiends. The music is different here, more ominous which is fitting for the final monster lair. Make sure you have gotten the Lute from the Princess of Coneria before proceeding as well.

You will face powerful enemies all across every floor of this temple. A simple strategy for battles would be to use your gear that attacks with magic when used as items. Examples of this are the The Black Shirt and the Mage Staff. You can use the Light Axe as well on undead enemies. The Heal Staff can also be used to heal. Use this tactic against large groups of enemies, rely on normal weapons against single targets. Heal with a potion after battles if anyone is below 200 Health. The Frost Dragons and Gas Dragons are especially dangerous when they attack you in groups.

The first chamber resembles the present day Temple Of Fiends but with the exits blocked off by what looks like a large white piece of furniture. There are pillars here but they do not teleport you anywhere like they did in the Castle of Ordeals. You can go southwest or southeast. The other portion of this room is blocked off from where you are. The southwest stairway leads to a large empty chamber on the floor below you. There is an altar in there but nothing on it. Try the southeast stairway instead. This leads you to more stairs. After that you are in a large hall with four corners (each empty) and a central chamber. Go inside the chamber. There are two chests inside as well as a silver plate, similar to the one from the earth cave. It even has that same creepy message if you inspect it, about sensing something "evil" below. The chests have 110,000 gil. A Phantom attacks you when you walk into the chamber.
 
BOSS BATTLE: Phantom

Phantom.gif


The first and easiest boss of the final temple. He can be dangerous if allowed to survive long enough, luckily his Health count is rather low for an enemy so far into the game. You only need to inflict 360 damage to defeat him. Have your Knight or Ninja attack while any casters use items such as the Mage Staff or Black Shirt to attack him with magic. The Light Axe is effective against him when used as an item. Masters if you have one can also just attack normally like the Knight and Ninja.
 
CHAOS TEMPLE (EARTH FLOOR)
My Level: 30

After defeating the Phantom you reach the evil plate made of stone on the floor north of you. It is silver but otherwise looks just like the one from the Earth Cave, right down to the same creepy message. "There is a stone plate on the floor.... You sense something.... Evil?". Unlike the Earth Cave one, Sarda's Rod will not open it. You have to play the Lute that you got from the Princess of Coneria. If you never got this item from her and have no one that can cast Exit then congratulations on losing the game. You are stuck forever. If you do have an Exit caster but lack the Lute, cast Exit then go visit the Princess. If you do have the Lute then use it in the item screen to play it. A path opens. You find yourself in another large four cornered hall. The only stairway is in the upper left corner. Go downstairs and then take the stairs to your left to get to the Earth Floor. It is named that for a reason, though you will probably not figure it out until the next boss fight. In here you encounter some familiar enemies not seen since the Earth Cave. Follow the path. You will find a door that leads to a large empty chamber with an altar and nothing else inside. Go to the stairway but make CERTAIN that you heal to maximum first. A very unexpected battle occurs just north of the stairs.
 
BOSS BATTLE: Lich

Lich.gif


Yes. You read that correctly. In what has got to be one of the most surprising moments in the game, you end up facing the Earth Fiend a second time. How is that you say? It's impossible because he's dead? Yes he is. In the present. You are now 2,000 years in the past and have encountered the fiends in their prime. In other words you will have to fight all four AGAIN and each one is stronger this time. Due to the sheer impossibility of predicting this rematch, Lich is sure to catch you off guard if you have not played through this quest before. Even when encountered at full Health he's tough. This is one of the game's most difficult battles. Lich has significantly increased Health counts this time and he can also cast Nuke. He's also no longer weak against Fire. Yikes! Have your Knight, Ninja, or Master attack normally. Cast Temper and Fast on your main attacker (likely the Knight unless you do not have one) while the White Wizard heals as needed if you have her. Light Axes will be effective as would having a White Wizard casting Harm spells or Fade. Black Wizards (if present) or Red Wizards when not powering up the Knight/Ninja should cast Lit3 or your best available spells. Odds are you were not ready for this battle and Lich could potentially wipe out your whole party. That's ok. You wouldn't be the only one that has ever happened to. Come prepared and level up if you need to. I was on level 31 and was able to get past him. Luckily for you the other elemental fiend rematches are not as bad, other than maybe Tiamat.
 
CHAOS TEMPLE (FIRE FLOOR)
My Level: 31

Now you begin encountering fire enemies and you just faced Lich in a rematch, so you can likely predict what is coming next. Some pillars block the way to the next stairway. You have to go around the long way. Go left and then enter the chamber north of you. The chamber is empty other than the path leading to the a door back out into the area you were just in, but on the other side with the stairway nearby. Head down and then left to find the stairway. Don't go down just yet. Kary will attack you if you approach the stairs, you can fight her now or finish exploring the room. First head south for some treasure. You can get past the pillars on this side. Two doors are in the southern part of the room. The door on the right leads you to a chest on your right with a Pro Cape. You should already have at least one of these. Head further east and another door takes you to a chest with 26,000 gil. Head back the way you came and go through the left door this time to find a similar looking chamber. There is a chest to your left with a Pro Ring which you already have. Now go west and then south. Follow the path to a chamber that contains a chest with a Katana, also of which you should already have. Now work your way back up to the stairs, heal to maximum, and prepare for the second elemental fiend rematch.
 
BOSS BATTLE: Kary


You're in luck. This isn't as bad as the Lich rematch was. She has more Health than he did, but her magic is not as deadly. You do need to watch out for Fire 3 and Blind. Casting Anti-Fire will help if your White Wizard has it. Knights, Ninjas, and Masters should be attacking. Have a Black Wizard or Red Wizard casting Haste and Temper on your main fighter. Heal as needed. You should be fine as long as you entered the fight at full Health. It's really not as bad as it may sound. Kary was arguably the toughest in the original elemental fiend battles, she's probably the easiest in the rematches oddly enough.
 
CHAOS TEMPLE (WATER FLOOR)
My Level: 31

Follow the path through the first chamber. There is a room next to this with another empty altar in it. The upper right chamber leads nowhere. You can enter either the left central chamber or the right central chamber, both will lead to a path you can follow to the middle of the floor. Both of these chambers are empty so just follow the path through the doors, the pillars will block entry anywhere else. Enter the next door you see north of you, head for the middle and pass what looks like three graves. Head south. One of those weird white blocks that blocked the exit on the first floor is here randomly in the middle of the room. Southeast of that is a hall. Heal before passing through here because Kraken will attack you.
 
BOSS BATTLE: Kraken

Kraken.gif


Now we are at the third of four elemental fiend rematches. Kraken is about the same as the first encounter only he is no longer weak against Lighthing. In fact, he might even cast Lit 2 on you. Use the exact same strategy you did against Kary in her rematch, only with casting Anti-Lit instead of Anti-Fire. He's a little stronger than her, but both are easier than the Lich rematch. His casting Lit 2 may catch you off guard, so have the White Wizards or Red Wizards healing if needed.
 
CHAOS TEMPLE (AIR ROOM)
My Level: 31

This is the last floor before the final boss. You have defeated three of the four fiends in a rematch so it would not be at all difficult to figure out who you fight on this floor. Before proceeding, head south. The game's most powerful weapon awaits you down in the southeastern corner of this floor. The Masamune. Any character can equip it regardless of your class. Even Black Wizards and White Wizards! Figure out which character to give it to (secondary fighter other than a Knight or Master is recommended, more on that after the boss fight) and then head back the way you came. Heal up before going into the eastern path. Tiamat will attack you. This is the last obstacle before the final boss. The floor is rather straightforward and not at all complicated. For those playing for the first time the toughest part of this room is knowing the Tiamat battle is coming, without knowing the spot where it will be triggered.
 
BOSS BATTLE: Tiamat

Tiamat.gif


Ok, now THIS is difficult. Tiamat is much harder this time around. The weakness to Bane is gone so you cannot win by being cheap and poisoning her like you could in the Floating Castle. The Wind Fiend also uses spells from all three of the other elements. Fire 2, Lit 2, and Ice 2. Much like Kraken, Tiamat not only lost a primary weakness but also gained the ability to cast it. You might get Bane cast on you! Do not hold back here. Cast Temper and Haste on your main attacker. The White Wizard or Red Wizard should be prepared to heal, while any fighter type attacks. Your Black Wizard should be casting Nuke. The White Wizard can cast Fade/Holy if no healing seems needed but it would be better to keep her healing each round. It's between Tiamat and Lich for who the toughest fiend is during these rematches. If you can make it through this battle, you should be fine to challenge the final boss on the next floor. Consider this battle practice for that battle, which in a way it is.
 
WHO GETS THE MASAMUNE?


That's up to you. All six character classes can equip it. Some are better off with it than others. I'll give me recommendations between each of the 6 character classes from the worst class to give the Masamune to, all the way down to the class who would benefit the most from it.


MASTER
Master.gif

Under no circumstances should you ever give the Masamune to a Master. They have weird stat growth that by this point in the game are hindered by any kind of equipment whether that is weapons or armor. Equipping a Master with the ultimate weapon makes his attack decrease. What a weird class.


KNIGHT
Knight.gif

You'd think the best fighting type would be ideal to take the ultimate weapon in this game? Well, unless you have 2 or more Knights in the party then think again. Knights are the only characters who can use the Excalibur. If you only have 1 Knight then save the Masamune for someone else and keep the Excalibur on him. If you have more than one Knight, you can consider giving the Masamune to a Knight that does not have the Excalibur. Better options are available depending on what classes are in your party.


BLACK WIZARD
BlackWizard.gif

It branches out a bit after the Master and Knight in terms of who is the best fit for the Masamune. In the Black Wizard's case yes he can equip it but he still has the lowest Strength of any character class so he benefits from it less than others would. Unless all your other characters are Knights and/or Masters then you should probably avoid giving the Masamune to the Black Wizard. He's better off with offensive casting and even with using items like the Black Shirt that cast spells when used. Have him cast Nuke when you can instead of wasting the Masamune on him.


NINJA
Ninja.gif

The Ninja is a good choice to give it to. He has high Strength so it would benefit him a great deal. His problem is similar to the Knight's though not as extreme. The Ninja already has a good weapon by this point in the game, the Katana. Unless you have a Red Wizard in the party, you may want to keep the Ninja equipped with the Katana. It is not a bad idea if you do give him the Masamune though. If you have more than one Ninja then definitely consider giving the Masamune to a Ninja other than the one with the Katana.


WHITE WIZARD
WhiteWizard.gif

She benefits from it far more than the Black Wizard would, though everyone knows the White Wizard's main role is a supportive one rather than an offensive one. Still, she can join in on the regular attacking if you give her the Masamune. The only reason I place her at #2 instead of #1 in the priorities here is due to the fact that you need a healer. The Masamune should go to someone who will be using it in the final battle. The White Wizard will be busy healing. Unless you have more than one, then by all means think about giving one of them the Masamune. One could heal while the other attacks.


RED WIZARD
RedWizard.gif

Here we go. This is the guy the Masamune should go to if you have one in your party. Much like the Knight and Ninja he is already a good attacker. Unlike the Knight and Ninja he does NOT have a top tier weapon exclusive to his class. The best case scenario for weapons is a Knight with the Excalibur, a Ninja with the Katana, and a Red Wizard with the Masamune. This sees you equipping each of the game's ultimate weapons. A White Wizard doing the healing in the previously mentioned party gives you what is in my opinion the ultimate party for this game as she is keeping the three best fighters alive.


Now you're ready for the final boss....
 
CHAOS TEMPLE (FINAL BATTLE)
My Level: 32

This is the final floor of the final monster lair. The last boss is waiting inside the chamber in the center of this room. Heal to maximum before going in that chamber because the final battle begins when you go through that door!!!! Inside the chamber you find none other than.... Click the spoiler tag at your own risk.



Inside the chamber is Garland, from the very first quest of the game. There are cool elemental statues inside depicting the four elements of earth, fire, water, and air. Talk to Garland. He explains the game's biggest storyline twist in how he used the elemental fiends to his own advantage in creating a time loop by sending them to the future so that they can send him into the past. In a shocking twist the first boss of the game is also the final boss.



FINAL BOSS: Chaos


He can cast Lit 3, Ice 3, Fire 3, and paralyze you. Be prepared for anything. Start by casting Temper and Fast on your main attacker. If you have a secondary attacker, cast it on them the next turn. Have the White Wizard cast Anti-Ice and Anti-Lit. Heal if needed then have her continue with Anti-Fire. Then she can cast Fade if for whatever reason you still do not need to heal. Keep up with attacking every round for your fighters while the Red Wizard or White Wizard heal. If you have a Black Wizard have him cast all spell slots of Nuke then work your way down to Lit 3, Ice 3, Fire 3, and so on. The battle should end before you use up all of those spells. Prioritize your Red Wizard's casting in a similar order if he is not attacking with the Masamune. Ninjas are fighting after they finish casting Fast/Temper. Knights and Masters attack no matter what every round. Show no mercy. This is it! The game ends after you defeat him.​
 
WARMECH (Optional)
My Level: 33

There is still one more enemy you may or may have not faced, who is even more difficult than the final boss! That is the WarMECH. He is in the room just before where you fought Tiamat the first time. Make your way back through the Mirage Tower and then the Floating Castle. You will eventually reach the long skyway before the room Tiamat was in it. Heal to maximum before attempting this. You have a 1 in 64 chance of WarMECH appearing on this skyway and he could be the first fight that the random number generator picks. It may also take a while though as the odds are low.




WARMECH BATTLE

Warmech.gif


As stated previously, he is extremely powerful and dangerous. Often he gets an attack of opportunity on you before the battle even starts. The ability Nuclear that he uses does a ton of damage to the whole party. Your White Wizard and/or Red Wizard better be ready to heal. Cast Haste and Temper on your Knights/Ninjas immediately. Luckily he only has 1,000 Health in the original version. In the remakes he has a larger Health Point count and also has a regeneration function that makes him recover some of the Health back each round. The developers had intended for him to have it on the NES too but it does not work. Luckily. Enjoy facing the first ever superboss of the Final Fantasy series. If you defeat him you can overcome any challenge in this game. He is regarded to be more difficult than any other opponent in the original NES version of the game.



That wraps up the quests of the game. The remainder of this thread will be an analysis on the various party combinations.
 

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