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Final Fantasy 5 Walkthrough With Dagger

CLASS SPOTLIGHT - Summoner

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Stat Adjustments:

Strength -10
Agility -1
Stamina -1
Magic +33


Abilities:
Level 1: Summon 1 (15 points)
Level 2: Summon 2 (30 points)
Level 3: Summon 3 (45 points)
Level 4: Summon 4 (60 points)
Level 5: Summon 5 (100 points)
Level 6: Call (500 points)​


My Thoughts:
The best offensive casting class in the game. It completely outclasses Black Mage and also offers the best base stat bump to Magic. This is one you want everyone to master due to the boost to the magic stat for a Freelancer upon mastering. Call could be fun to play around with, though you won't know what you're going to get. Summon spells are very useful. An absolute must for your offensive caster(s) regardless of the magic stat boost.
 
CLASS SPOTLIGHT - Red Mage

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Stat Adjustments:

Strength +8
Agility +5
Stamina -6
Magic +8


Abilities:
Level 1: Red Magic 1 (20 points)
Level 2: Red Magic 2 (40 points)
Level 3: Red Magic 3 (100 points)
Level 4: Dualcast (999 points)​


My Thoughts:
Get used to the character graphics for this class because if you are following my guide this is the class that they will spend the overwhelming majority of the game as. The reason for this is how tough it is to master. The final ability takes an eternity to unlock, a grand total of 999 points. Red Mage overall is not a class you TRULY need, but it comes in handy. Like the Red Mages in other FF games it starts out excellent as a class, then becomes less useful after the halfway point of the game. Dualcast when combined with White Magic and Black Magic on a Mime at the end is a good combination for a caster, so you'd need Red Mage for that. There's nothing Red Mage accomplishes that White Mage and Black Mage do not, so whether you want to use it or not is up to you. If you have the time and patience for it, go all the way up to Dualcast. I use Red Mages while completing the main quests for world 2 and most of world 1, it helps get those ability points much faster. 999 points is A LOT. This is the toughest class to master.
 
WALSE CASTLE
My Level: 13

The tower sinks. Syldra saves you. Return to Walse Castle. Talk to the King who is in his bedroom above the throne room, to get there go up the stairs to the right of the throne area. He asks you to check on Karnak's crystal too. A soldier resting in the room northeast of the first chamber hints at where to go, the Walse Meteor. He has somehow warped here from another Meteor in Karnak. The soldiers also hint that Shiva is in the castle, she is an optional boss but we will not be fighting her until after we learn the Fira spell over in Karnak. Let's go! Proceed by going to the Meteor in the Walse area. Step on the warp panel inside to be taken to the Karnak region. Follow the path along the map west of the meteor to find the town of Karnak. The guards will not allow you entry into the castle or the ship nearby. Before we enter the town we can do a quick sidequest first to learn a new Blue spell! Then we'll level up our new job classes.
 
BLUE MAGIC SPELLS - SIDEQUEST
My Level: 13

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Keep everyone as Blue Mages. Encounter an enemy called Wild Nakk. They look like wolves so you will know them when you see them. Once the battle starts do not do anything until they use the ???? spell on you. If you remember the Revenge spell Strago had in FF6, it is basically the same thing. The spell does no damage if they have not been attacked yet. Now you can defeat them and you will learn the ???? spell!
 
ABILITY SPOTLIGHT: TIME MAGIC (1)

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CLASS: TIME MAGE

LEVEL: 1

AP NEEDED: 10


My Thoughts:
Just like the White Magic and Black Magic equivalents. You'll be able to have any class equipped with it gain access to the first tier of Time spells. They include Slow, Speed, and Regen. None of which I really use a whole lot. We just don't want our new caster type to fall behind.
 
ABILITY SPOTLIGHT: TIME MAGIC (2)

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CLASS: TIME MAGE

LEVEL: 2

AP NEEDED: 20


My Thoughts:
The second tier of Time spells include Mute, Haste, and Float. Haste is the best of these, it makes the person it got cast on get their turn faster. Again, this is more to get Time Mages caught up than anything else.
 
ABILITY SPOTLIGHT: SUMMON MAGIC (1)

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CLASS: SUMMONER

LEVEL: 1

AP NEEDED: 15


My Thoughts:
Summoner is a little easier than White/Black/Time Mages in their tier mastery since they have one less overall. This gains access to Chocobo, Sylph, and Remora for those who have it equipped. Chocobo and Sylph are alright for early in the game and Remora is a contender for the most useless spell in the entire game. Summoners skyrocket in usefulness at the second tier, but we won't need that ability for just another brief bit.
 
ABILITY SPOTLIGHT: MAGIC SHELL

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CLASS: MYSTIC KNIGHT

LEVEL: 1

AP NEEDED: 10


My Thoughts:
Another one that I rarely use. It's necessary to get this in order to get to the next level's ability so we're getting it now. This makes the person equipped with it cast Shell on themselves when they are in critical condition in terms of their remaining Health Point count. Ignore it, you won't need it.
 
ABILITY SPOTLIGHT: SPELLBLADE (1)

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CLASS: MYSTIC KNIGHT

LEVEL: 2

AP NEEDED: 20


My Thoughts:
Spellblade abilities are a little tougher to level up than White/Black/Time Magic due to them always being a level behind with that Magic Barrier ability having come first. You want your Spellblades to be available when their Black Magic equivalents are. This one lets you add the properties of Fire, Blizzard, or Thunder to a physical attack to whoever has the ability equipped.
 
ABILITY SPOTLIGHT: SPELLBLADE (2)

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CLASS: MYSTIC KNIGHT

LEVEL: 3

AP NEEDED: 30


My Thoughts:
Now you'll be able to also apply properties of Poison, Sleep, and Silence to the equipped person's physical attacks. I don't use any of them, but I get this now to keep Mystic Knights from falling behind.
 
ABILITY SPOTLIGHT: RED MAGIC (1)

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CLASS: RED MAGE

LEVEL: 1

AP NEEDED: 20


My Thoughts:
You'll gain access to the basic three spells for both Black Magic and White Magic in the same battle command. A useful skill at this point in the game for both your healer(s) and your offensive caster(s) so that they will be able to do both in one command. Recommended for the full party though your main fighter might not need it at this time.
 
ABILITY SPOTLIGHT: RED MAGIC (2)

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CLASS: RED MAGE

LEVEL: 2

AP NEEDED: 40


My Thoughts:
This allows access to all White Magic spells in the first and second tier, as well as all Black Magic spells in the first and second tier. Much like Red Magic 1, it is recommended for both your healer(s) and your offensive caster(s).
 
ABILITY SPOTLIGHT: RED MAGIC (3)

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CLASS: RED MAGE

LEVEL: 3

AP NEEDED: 100


My Thoughts:
You're going to hate this, but if you're following my guide for easier job mastering then you must do this now. Red Mage's final level of 999 will keep you busy the entire game (trust me, it will!) so I get it all the way up to level 3 ASAP in order to spend the main quests learning that final Red Mage ability. This one right here will give access to all spells up through the third tier in both White Magic and Black Magic in the same command. Amazing for any caster at this point in the game and remains useful for quite some time. Outclassed late in the game for obvious reasons, though you will be glad you got it now. Put on some good music to listen to while fighting monsters to level this one up. 100 AP is a lot when only fighting basic monsters outside Walse or Karnak.
 
JOB MASTERING CHECKPOINT

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KNIGHT: Level 1

MONK: Level 3

THIEF: Level 2

WHITE MAGE: Level 2

BLACK MAGE: Level 2

BLUE MAGE: Level 2

BERSERKER: Level 0

MYSTIC KNIGHT: Level 3

TIME MAGE: Level 2

SUMMONER: Level 1

RED MAGE: Level 3


Other Thoughts:
We've made a lot of progress and more is yet to come after the upcoming sidequest. The Walse and Karnak area are where some of my biggest job class leveling takes place. Red Mage is admittedly ahead of the rest right now so that it can be focused on during the main quests. Berserker will be sitting at level zero untouched until the halfway point of the game, if not longer. The Water Crystal's classes are now caught up.
 
KARNAK TOWN
My Level: 13

Do not talk to any shopkeepers just yet if you want to explore first. There is a piano in the bar that you can play. You've been playing the pianos, haven't you? Make sure you do. The magic shop is closed for some reason. To advance the story go to the weapon and armor shop, try to buy something from either shopkeep. Soldiers will show up and you are taken to the castle where you meet Cid in the basement. He eventually blows up the wall. Talk to him. The Chancellor shows up and Cid asks you to help him regarding the Fire-Powered Ship. You can now explore the castle, sort of. There are several annoying little fires blocking pretty much every chest in here. They are not able to be opened until an event a little later. Exit the castle, but you can talk to the guards and scholars first if you want.

Return to the town. Now the Magic Shop is unlocked. Buy Cura, Raise, Confuse, Fira, Blizzara, Thundara, Poison, Stop, and Gravity. Let's get some weapons too while we are here. Buy 4 Mythril Swords. Buy 4 Plumed Hats, 4 Silver Plates, and 4 Silver Armlets. These can be used by Red Mages. make everyone Red Mages if you haven't already. Before we begin leveling up classes again (yes, again) let's do a sidequest to get a new Summon!
 
SHIVA - SIDEQUEST
My Level: 13

This is available as soon as you get to the Castle of Walse the first time around, but in my opinion it is much too difficult until you have learned Fira. Head back to Walse Castle as four Red Mages. Remember where you went to look for the toads that taught you Pond Chorus? Head back through the waterfall. This time we're going up into that tower. It's easy to get there. The boss fight, not so easy. Save before attempting this.

After the battle you get the Shiva spell for your Summoners. You'll want Shiva now because of bosses coming up who are weak against Ice. Save outside the castle and head back to Karnak. Time to level up our classes some after that!
 
BOSS BATTLE: Shiva, Ice Commander (x3)

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This is really tough for how early into the game we still are. Without Red Mages and the third level spells it's extremely difficult and easily the toughest boss so far. Alternate between attacking with Fira on Shiva and healing with Cura. Have two characters in the back row while two are in the front row. For some reason this helps since Shiva likes to use Blizzara on a "row" so this would hit half the party instead of all four. Casting Fira on everyone a few times should take out the Ice Commanders, that way you can focus on Shiva afterwards. If you're struggling then level up and try again.
 
ABILITY SPOTLIGHT: BLACK MAGIC (3)

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CLASS: BLACK MAGE

LEVEL: 3

AP NEEDED: 30


My Thoughts:
This tier of Black Magic spells allows any class equipped with it to use the previous tiers' spells plus Fira, Blizzara, and Thundara. It's very useful at this point in the game so do not let your offensive caster(s) miss out on it. Summoners will be better due to Ifrit, Ramuh, and Shiva being better overall but you do not get Ifrit or Ramuh until a little bit later.
 
ABILITY SPOTLIGHT: WHITE MAGIC (3)

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CLASS: WHITE MAGE

LEVEL: 3

AP NEEDED: 30


My Thoughts:
Extremely important for your healer. This tier of White Magic spells allows any class equipped with it to gain access to not only the previous tiers' spells but also Cura, Raise, and Confuse. I rarely use Confuse but Cura and Raise will remain useful for nearly the whole game. Get this ability as soon as possible.
 
ABILITY SPOTLIGHT: TIME MAGIC (3)

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CLASS: TIME MAGE

LEVEL: 3

AP NEEDED: 30


My Thoughts:
This ability allows any class equipped with it to get access to the previous Time tiers' spells as well as Gravity, Stop, and Teleport. I don't really use these spells. Go ahead and get it now so that the Time Mages do not fall behind when better spells become available for them.
 
ABILITY SPOTLIGHT: SUMMON MAGIC (2)

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CLASS: SUMMONER

LEVEL: 2

AP NEEDED: 30


My Thoughts:
Alright here is where Summoners quickly become awesome and the better offensive caster type. This tier of Summon spells give any class equipped with it access to the basic tier alongside Ramuh, Ifrit, and Shiva. You will certainly want your offensive caster(s) to learn this ability. It also comes in very handy when you're at a specific location in world 2 where there are enemies weak against thunder (summon Ramuh!) for quicker class leveling. More on that later. Make sure to learn this ahead of time so that you can summon Ifrit or Ramuh when you get them. You should already have Shiva if you have been following this walkthrough.
 
ABILITY SPOTLIGHT: GUARD

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CLASS: KNIGHT

LEVEL: 2

AP NEEDED: 30


My Thoughts:
This lets the character equipped with it have MUCH higher resistance to physical attacks on the turn you selected it for. It can be good if combined with the Cover ability though I don't really use it. We're getting it now due to a much better ability coming on the next Knight class level.
 
ABILITY SPOTLIGHT: TWO HANDED

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CLASS: KNIGHT

LEVEL: 3

AP NEEDED: 50


My Thoughts:
Much better than the previous Knight abilities. This is an ability that allows the character equipped with it to do twice as much damage with a Sword/Axe/Katana. It makes the character fight with their weapon in both hands so it does mean you will not be able to equip a Shield. When equipped on classes like Mystic Knight or Red Mage it will be useful. Recommended for Bartz. It loses its usefulness late in the game though it definitely has its moments of coming in handy earlier on until around halfway into the game or so.
 
ABILITY SPOTLIGHT: SPRINT

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CLASS: THIEF

LEVEL: 3

AP NEEDED: 30


My Thoughts:
This allows the character equipped with it to be able to turn on/off a faster movement speed in the field screen that otherwise would be exclusive to Thieves. It only needs to be equipped on whoever is on top of the formation thus it is recommended for Faris primarily (since she makes the best Thief) and no one else unless you're out to master all classes for everyone. The difference is honestly not that large when you compare the normal walking speed to what this allows. If it was the difference that the Sprint Shoes made in FF6 that would be a whole other story. Get it now so that the Thief class does not fall behind.
 
ABILITY SPOTLIGHT: SPELLBLADE (2)

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CLASS: MYSTIC KNIGHT

LEVEL: 3

AP NEEDED: 30


My Thoughts:
Allows enchantment on weapons for the basic tier as well as Poison, Silence, and Sleep. Not one I use. The next one is better so let's get this first.
 

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