Final Fantasy 5 Walkthrough With Dagger

ABILITY SPOTLIGHT: SPELLBLADE (3)

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CLASS: MYSTIC KNIGHT

LEVEL: 4

AP NEEDED: 50


My Thoughts:
Now you will be able to enchant your weapon with the properties of Fira, Thundara, and Blizzara alongside the previous two tiers of Spellblade. This when combined with Two Handed will make Bartz or whoever you main fighter is, quite dangerous to the enemies. It may take a bit at this point in the game to unlock if you're still fighting the enemies by Karnak or Walse but it is an ability you'll want before the next set of quests.
 
JOB MASTERING CHECKPOINT

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KNIGHT: Level 3

MONK: Level 3

THIEF: Level 3

WHITE MAGE: Level 3

BLACK MAGE: Level 3

BLUE MAGE: Level 2

BERSERKER: Level 0

MYSTIC KNIGHT: Level 4

TIME MAGE: Level 3

SUMMONER: Level 2

RED MAGE: Level 3


Other Thoughts:
Most classes should be at level 3, so that should be about the average class level at this point. Blue Mage and Summoner which are level 2 and Mystic Knight is level 4. Keep ignoring Berserker for now. I don't start on it until way later. So far so good. Let's move on.
 
FIRE POWERED SHIP
My Level: 26

The Fire Powered Ship is at the dock south of Karnak. Make everyone Red Mages with the Learning ability for now, so that we can grab a couple of Blue spells along the way. We'll be Red Mages for a good while during the actual quests, it helps a lot in getting all those 999 points for the Red Mage's final class level. Plus it is the best class at the moment for this portion of the game.

Cid is at the ship deck and opens the door for you. Head inside. This place can be tough considering we are still early into the game. Follow the paths down the stairs. In the first mechanical looking area go through the door north of you on the bottom floor. It leads to a Mithril Glove. Go upstairs to the upper path and then down again to the chest in the upper left corner and it has a Cottage. Take the stairs on the left side of the room that go up. Follow the path to get to a chest with an Elixir, now go back down. This time go down the stairs on the right side, there is a chest with another Elixir down there. Go back up and head through the north center door. Flip the red switch to use the elevator. Open the chest with a Phoenix Down in the next area. Use the next elevator.

You'll see a chest south of you, but there is a conveyor belt pushing you back in the opposite direction. Go through the ducts and use the elevator at the end of the path. A conveyor belt puzzle.... The leftmost path leads to the area you just came from. The third path from the left leads to that chest you couldn't get to earlier, open it for a Thief Glove and ride the conveyor belt back to the ducts and make your way back to the conveyor puzzle. Take the rightmost path and then go through the duct to your right, follow it and you will see a chest with a Green Beret. Ride the conveyor belt east and go through the door to be back at the puzzle, take the second path from the left. From where you ended up take the stairs to your left, flip the switch, and go north for a chest with a Moonring Blade. Now go back and enter the door left of you. Do not take the conveyor belt in here, it takes you back up to the puzzle again. Go through the door to the left. Save at the save point. Now you can either take a moment to get the two new Blue spells here, or go fight the boss. Wait, no there is a switch puzzle first.

Just a little bit more to go. In this puzzle with the switches it seems a lot worse than it actually is. Flip the switch third from the left, then the second switch from the left, then the leftmost switch, then the rightmost switch, then go south and flip that lower of the two switches there, then go back up and flip the second switch from the right, then go south again and flip the upper of those two switches. Grab the Elixir from the chest and exit through the door. NOW it's boss time. If you still have not learned the Blue spells from here and want to, now's your chance.
 
BLUE MAGIC SIDEQUEST
My Level: 26

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You can learn the Blue spell Flash here. The Crew Dust enemies are encountered as early as the first mechanical looking area of the ship. Defeat all but one and let him use Flash, you will learn the spell.

Another spell you can learn here is Exploder. Motor Traps know it. To make them show up enter an encounter with a Defeater and make sure that the Defeater is the last enemy you defeat. This makes the Motor Traps show up. Cast Bolt on one and it will then use Exploder. If this attack defeats whoever it got used on, revive them, because they have to survive the battle in order for you to unlock the spell.
 
BOSS BATTLE: Liquid Flame

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This boss can be annoying. He changes forms. The humanoid form counters you with Blaze, the hand form counters with Fira, the tornado counters with Magnet. The hand form is immune to Ice for some reason so use regular attacks against him in that form. You'll want to use Blizzara or Shiva when he is in the humanoid or tornado form though. Mystic Knights with the Blizzara Spellblade will also do very well here. He can also cast Fira on himself to heal himself which is incredibly annoying. The boss while intimidating is more annoying than tough, really. Heal up when needed.
 
KARNAK CASTLE
My Level: 26

After the boss you can go up to the crystal through a duct. A werewolf who knew Galuf shows up. So does a random guard that presses a switch that causes quite a bit of trouble. It sends too much power into the crystal and, yep it shatters. The guard was being controlled by an evil being you'll meet later. For now, you have to escape!

You fall into a room in Karnak Castle. Bartz wakes up Lenna, then Faris. Lenna wakes up Galuf. You will have limited time to escape, which really sucks. There's treasure to be found and two Blue spells to be learned. Can you get it all in time? You have ten minutes. Hurry!

The jar below where you started can heal you. Let's aim for getting both Blue spells and every treasure chest. Here we go! Starting in the basement where you met Cid there is a chest with 2000 gil just northeast of you. Continue around the hall toward the stairway but go south of the stairway first to get to a chest with an Elixir guarded by Cur Nakk wolves and Sorcerer enemies, luckily they are weak. Go upstairs. The chest to your left is guarded by Sorcerers and it has a Ribbon. The chest in the right part of this hall has a Shuriken guarded by a Gigas, let him use Aera on you to learn that as a Blue spell. Go upstairs.

In the main hall go south and then left to get to a chest that has the Esuna spell guarded by Sorcerers. The chest to your right has a Lightning Scroll guarded by a Gigas. Now go up the left stairway. In here are chests with 2000 gil, an Elixir guarded by a Gigas as well as another Elixir guarded by Sorcerers and Cur Nakks. Ignore the door south of you. Take the stairs north of you and follow this path to a chest with an Elven Mantle guarded by more of the same enemies that guarded the other chests. Now go back down into the main hall and go up the right stairway. In here are chests with 2000 gil, and Elixirs guarded by enemies, same enemies again. Ignore the door south of you and head up the stairs north of you, follow this path to a chest guarded by more monsters and it has a Main Gauche knife.

Head back into the main hall again. Exit the castle by heading south. Do not go in the throne room it just wastes time and there is nothing in there anyway. When you reach the castle gates a boss fight starts. Luckily it's not tough in terms of defeating him. The countdown is the real problem in this escape sequence. If this was too tough and you ran out of time then equip the Thief's ability on someone to make you able to move faster on the world map, as you seek the chests. Or skip the chests, but you might want the treasures, so it's best to go for it.
 
BLUE MAGIC SIDEQUEST
My Level: 26

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This is risky, but it's best to get these spells now so that it is out of the way. The Gigas enemy might use Aera on you. They might counter with it. Survive a battle with them after they use it to learn it. The second is tougher to get.

The second is with the Iron Claw boss at the end of the escape sequence. He might use the Death Claw spell. If you miss this now, you won't be able to learn it until Galuf's Castle in the second world which is a bit of a way's away in the game from now. The best thing to do is to save and make sure you can re-attempt the escape sequence until you have gotten all the treasure as well as each of the Blue spells available now. It can be done, trust me. Have patience and be willing to try again if you didn't make it.
 
BOSS BATTLE: Sergeant (Iron Claw), Cur Nakk (x3)

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This is a weird battle. It also contains a somewhat infamous missable Blue Spell opportunity. Defeat the wolves first. The Sergeant is not a real Sergeant. He was in disguise. Do not defeat him too quickly or else you miss the chance to learn a new Blue spell. If you defeat the wolves first the Sergeant reveals his true form, Iron Claw. Let him use the Death Claw spell and make sure whoever it hit survives the fight. Now go ahead and defeat him. He's actually pretty easy to defeat, so long as you have time remaining. You get a couple of new classes after the escape sequence ends.
 
CLASS SPOTLIGHT - Ninja

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Stat Adjustments:

Strength +15
Agility +14
Stamina +3
Magic -10


Abilities:
Level 1: Smoke (10 points)
Level 2: Image (30 points)
Level 3: First Strike (50 points)
Level 4: Throw (150 points)
Level 5: Dual-Weild (450 points)​


My Thoughts:
Ninjas are awesome. You don't get their better skills until the higher levels but this is one you want to master. Dual-Weild lets you hold a weapon in both hands, as in one in your left hand and one in your right hand. It is one of the game's best abilities. Throw can be cool too, it functions like it did in FF4 and FF6. You can Throw weapons at enemies, but then lose a Thrown weapon forever. This class is a must for your main fighter, recommended for Bartz.
 
CLASS SPOTLIGHT - Geomancer

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Stat Adjustments:

Strength +4
Agility +2
Stamina +4
Magic +24


Abilities:
Level 1: Gaia (25 points)
Level 2: Find Pits (50 points)
Level 3: Light Step (100 points)​


My Thoughts:
This is one of the easiest classes to master. You'll want Find Pits later on so make sure you learn that one eventually. Light Step can also be useful later. Gaia is like Mog's Dances in FF6, so I never really use it due to its unpredictability depending on the terrain you fight on. A couple of quests have holes so this class is at its most useful for avoiding the pits in those particular monster lairs. I can point those out when we get to them. The first is not until the end of the second world.
 
CLASS SPOTLIGHT - Beastmaster

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Stat Adjustments:

Strength +13
Agility +1
Stamina +8
Magic -3


Abilities:
Level 1: Calm (10 points)
Level 2: Control (50 points)
Level 3: Equip Whips (100 points)
Level 4: Catch (300 points)​


My Thoughts:
I've never liked this class. Catch is needed for a sidequest later on and Control is just like Relm's ability in FF6, you can assume control over an enemy unless they are immune to it. The sidequest that Catch is used for is to obtain the Kornago Gourd in the second world which when you equip it.... Makes it easier to Catch monsters.... Ugh, this isn't Pokemon. Catch is so dumb. It's like Summon, only the monster is gone once you "Release" it to use its attack. Why go through the effort of having to re-Catch monsters when you could just as easily use the traditional Summon spells, most of which are better anyway? Skip this class unless you want to master everything, or unless you want to use Control to get some Blue spells. Not THE worst class of all, but it's definitely in my bottom tier and one of my least favorites. The ONLY time I recommend using it is to get the Control ability for help with learning some of the Blue spells.
 
FIRE POWERED SHIP
My Level: 26

Speak to Cid here, he will leave. Simple enough but it's required in order to move on. He went to the town so head there.


KARNAK
My Level: 26

Cid is upstairs in the bar. Talk to him again. Alright time to move on. Now we need to go to the Ancient Library. Let's proceed. It is to the west and then to the south of Karnak. Oh, but stop by the desert on your way there. Now you can encounter a specific enemy who is good for leveling up classes at this point. Oh, and it's also time for a brief Blue Magic sidequest for those who are out to learn all the Blue spells!
 
BLUE MAGIC SIDEQUEST
My Level: 26

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The desert by the Ancient Library has a monster called the Dhorme Chimera. Save first, it might defeat you. He uses Aqua Breath, a Blue spell you will want for an upcoming boss battle since it makes that boss significantly easier! Heal up once he uses it and then win the battle to learn the spell. As always the person who got hit by the spell has to make it through the battle.
 
ABILITY SPOTLIGHT: CALM

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CLASS: BEASTMASTER

LEVEL: 1

AP NEEDED: 10


My Thoughts:
This can inflict the Stop status on an enemy. It does not work on humans or machines. It's a rather useless ability, though we need to get this first in order to get up to the point where they learn Control.
 
ABILITY SPOTLIGHT: CONTROL

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CLASS: BEASTMASTER

LEVEL: 2

AP NEEDED: 50


My Thoughts:
The only good ability from this class. You'll need this ability in order to learn some of the Blue spells and one of those opportunities is coming up. Go ahead and learn it now to get it out of the way. I don't use it much outside of with helping learn Blue spells. It's basically just like Relm's ability from FF6 with the same name so some people might have a little fun with it depending on your preference. There's several better abilities out there. If you don't want an easier time learning every Blue spell you can skip this one.
 
ABILITY SPOTLIGHT: SMOKE

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CLASS: NINJA

LEVEL: 1

AP NEEDED: 10


My Thoughts:
This ability helps you escape from a battle faster. It is just about identical to the Thief's Flee command. It makes you wonder why they didn't come up with something else to put here in the original version? I don't use this ability. Let's learn it now so we can get to the better ones.
 
ABILITY SPOTLIGHT: IMAGE

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CLASS: NINJA

LEVEL: 2

AP NEEDED: 30


My Thoughts:
This functions like the White Magic spell Blink but does not consume any Magic Points. It's another one of those ability where the overall usefulness depends on your own preference. While it's not a bad ability, I rarely use it. Better Ninja skills are coming so in order for the class to not fall behind I learn it at this point.
 
ABILITY SPOTLIGHT: GAIA

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CLASS: GEOMANCER

LEVEL: 1

AP NEEDED: 25


My Thoughts:
An interesting ability that changes depending on the terrain you are fighting in. If you liked Mog's Dances in FF6 then you'll like this one as it functions similarly. I'm not a fan of it for that reason. I prefer abilities with more consistency. You don't even get to pick what skill gets used. Go ahead and play around with it some if you'd like, but it's not worth it overall. We don't want the Geomancers falling behind if we're mastering everything though, so let's learn this one.
 
JOB MASTERING CHECKPOINT

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KNIGHT: Level 3

MONK: Level 3

THIEF: Level 3

WHITE MAGE: Level 3

BLACK MAGE: Level 3

BLUE MAGE: Level 2

BERSERKER: Level 0

MYSTIC KNIGHT: Level 4

TIME MAGE: Level 3

SUMMONER: Level 2

RED MAGE: Level 3

NINJA: Level 2

BEASTMASTER: Level 2

GEOMANCER: Level 1


Other Thoughts:
Alright now we have the new classes caught up, mostly. Geomancer looks as if it is still behind but it's really not. With it being one of the two easiest classes to master I'd even say it's already ahead of the rest. We're getting even more classes soon although this will suffice for before the next quest.
 
BLUE MAGIC SIDEQUEST
My Level: 27

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Now that we have Control we can have 4 Blue Mages with the Control ability go learn two new Blue spells. The first will be against the Mithril Dragons outside the Ancient Library. Encounter a Mithril Dragon then have a Blue Mage use the Control command on the Dragon. Make the Dragon use Transfusion on your Blue Mage, then win the battle and you will learn the spell.

The second spell we can get right now is Missile. Go back to the Fire Powered Ship and into the mechanical basement area. Encounter a Motor Trap (look for a Defeater and defeat it last to make them show up) then Control the Motor Trap and have it cast Missile on one of your Blue Mages, when you win the battle if the person it hit survives you learn the spell!
 
ANCIENT LIBRARY
My Level: 30 (Bartz), 27 (everyone else)

If you're wondering why Bartz suddenly jumped the others in levels, see the Blue Magic sidequest note below. This place is cool. It is a library with scholars and books that have monsters hiding in them. There is a recovery water jar on the second floor and a book that has monsters in it to fight on the roof. Once you have visited the recovery jar, head down into the basement stacks. There are four Blue spells to learn here so make all four be Red Mages. Give one of them Control. This can be anyone but Bartz if you are following my levels. You'll see why in a moment. The other three, including Bartz if you're following along with me, should be equipped with the Learning ability.

When you approach the bookcase it will move. Go into the hole in the bookcase above you. The bookcase that moved earlier will move back and there is a hole you can go through to the other part of the room. Go left, then south. Climb up onto the shelves. Approach what looks like a dead end, the shelf below you moves forming a path. Go right until you get to the lower right corner (still on top of the shelf) for it to move back. Climb down and approach the cracked tile on the floor. Inspect it to open a path then go inside.

It is dark on this floor. Keep moving along, open the chest to your right for an Ether. The enemies are "pages" that come out of books on the battlefield. You have to defeat the enemies in an enemy party one at a time as they only display one. If you defeat a "page" then either the next in the enemy sequence comes up or the battle ends. Kinda weird, but cool too. It could also become annoying if you are looking for a specific "page" enemy since there are multiple sequences the monsters appear in for any given encounter. Anyways, follow the path and you might find yourself stuck in a hall where a bookshelf taunts you and keeps moving in your way. You need help to get past this puzzle. Go back one room and inspect the shelf on top of the ladder. A new path opens and inside is a summon, you have to battle him to form a pact. It's Ifrit!
 
BOSS BATTLE: Ifrit

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Fairly easy. Cast Blizzara with three of your Red Mages while the fourth (Lenna would be best) heals the party. Or you could Summon Shiva if you had given Summon to anyone as an ability. So long as you are healing when needed and take full advantage of his elemental weakness then this battle should not be difficult.
 
ANCIENT LIBRARY - CONTINUED
My Level: 30 (Bartz), 28 (everyone else)

Go back to the rude bookshelf and Ifrit will scare him into letting you pass. See that hole in the lower left corner? Go left alongside the bookshelf until you are lined up with the hole then walk south. You will find a chest with a Ninja Suit! Keep following the path forward now. Go left and then down to find a chest with a Phoenix Down. There's two paths. The right one leads to a dead end. Take the left one. Inspect the shelf at the top of the ladder to make the shelf in here move out of your way. You can then make it move back to return the way you came by inspecting the shelf on top of the ladder again. When you inspect the other ladder there is a book with monsters that attack you. Follow the path that opens to get to a Save point, make sure you save there. We have a chance to learn some Blue spells so let's take a quick detour to do that. Then, once you are done with that (or if you skipped it) proceed into the boss room. Cid's grandson Mid is there reading a book, the boss attacks you.
 
BLUE MAGIC SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

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This could seem a bit weird at first, but it's the easiest way to learn the next Blue spell. Level up one character (NOT all of them) so that their level is divisible by 5. The reason behind this is so that not everyone will be hit by the Blue spell(s) that work on levels divisible by specific numbers. There's one for levels divisible by 2, 3, 4, and 5. The one here is for levels divisible by 5. We'll keep Bartz (or whoever you picked for this) at a different level until all of the Blue "Level" series of spells are learned. So get your picked character to a level that is divisible by 5, then go through the Ancient Library until you encounter a Page 64 and let it use Level 5 Death, revive Bartz (or whoever you got to the appropriate level) and then win the battle to learn the spell. It's either that or wait until you're more than halfway into the game and I would rather get the spell now.

Another monster in the Library, Page 256, has two spells for you to learn. First use Control on him to force him to use Guard Off on one of your characters equipped with Learning. Then attack him to snap him back to normal and wait for him to use Moon Flute. Let him cast that on you and win the battle to learn it. Moon Flute will inflict Berserk so make sure you get him to use Guard Off first. Page 256 is the rarest of the page enemies, it's best to get both spells in the same fight if you can.

The third Blue spell in the library is Magic Hammer. The boss, Byblos, uses it. Do not defeat him until he has used it on you then you'll learn it so long as whoever it hit survives the fight.
 
BOSS BATTLE: Byblos

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Another easy boss. Remember the strategy you used for Ifrit earlier? You can use a very similar strategy here with a couple of small changes. This boss is weak against Fire instead of Ice. He also has a Blue spell you can learn (Magic Hammer) so let him use that on someone equipped with the Learning ability first. Now either cast Fira with three of your characters or Summon Ifrit while the fourth character heals. Or could have two casting Fira and two healing with Cura. Ifrit is likely the best option to use here. Not as tough of a boss as you might be expecting.
 

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