Final Fantasy 5 Walkthrough With Dagger

KARNAK TOWN
My Level: 30 (Bartz), 28 (everyone else)

The fires that were in the way earlier have been gone since the fire crystal shattered. If you have not already, try climbing up onto the walls surrounding town. Go left on the wall and inspect the barrell at the end of the left part of the wall for a Fire Rod. Return to the bar. Mid will come talk to Cid. Follow them to the Fire Powered Ship. They tell you to wait while they work on the ship repairs. Galuf has a flashback and remembers parts of who he is, though he has not fully recovered from his amnesia yet. Go wake Cid up on the deck after this. The ship is fixed.


TO CRESCENT ISLAND
My Level: 30 (Bartz), 28 (everyone else)

The next thing you'll want to do is sail to Crescent Island. It is in the southeastern corner of the world map and looks just like its name would imply. Do not go into town just yet, you can learn a new Blue spell first. There's also a Chocobo forest here though it is empty, for now.
 
BLUE MAGIC SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

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At Crescent Island walk around until you encounter a Black Flame, it might use Dark Spark. If someone who has Learning equipped is hit by it and survives the battle, you will learn this spell!

Now go into the town.
 
CRESCENT TOWN
My Level: 30 (Bartz), 28 (everyone else)

Once you enter town there is an earthquake and the Fire Powered Ship sinks. Oh well, looks like you may be stuck. Let's explore. In the lower right corner of town is a Bard's house. Play the piano when you get there. The Bard also teaches you the Mighty March song. North of the Bard's house is a magic shop but you should have everything they offer there by now. The same goes for the weapons and armor shop, nothing here that you will need. An old man in the Inn gives a hint on what you might need to do next. To the Chocobo forest!


CHOCOBO FOREST
My Level: 30 (Bartz), 28 (everyone else)

It was empty if you tried to enter before the earthquake but now there is a Black Chocobo there! Bartz catches him and the party tries to fly out.... Wait.... That didn't work. The chocobo had too much weight. Turns out he had eaten some of the crystal shards that had been blown out to this island by the explosion in Karnak. They are the two remaining Fire Crystal classes, Ranger and Bard. Now the chocobo is able to fly. He can fly almost anywhere, only high mountains (the ones with snow on them) block his flight, and he can land in forests.


HE'S NOT PURPLE ANYMORE!

Trivial note to those who have not played the older versions of this game. The Black Chocobo in the SNES, PSX, and GBA versions had a purple graphic. In the PC he still looks purple-ish but definitely looks closer to being a Black Chocobo than his older counterparts. Glad they fixed this. The purple chocobo didn't look correct at all. They were blue in the SNES version of Final Fantasy 4, so it wasn't the first title to get this wrong. The blue ones in FF4 SNES looked more accurate than the purple one from FF5 PSX/GBA though.



Fly on the Chocobo back to the Ancient Library. We're going to level up our new classes. Or skip that if you don't want to do that right now.
 
CLASS SPOTLIGHT - Ranger

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Stat Adjustments:

Strength +16
Agility +12
Stamina +8
Magic -5


Abilities:
Level 1: Animals (15 points)
Level 2: Aim (45 points)
Level 3: Equip Bows (135 points)
Level 4: Rapid Fire (405 points)​


My Thoughts:
Ranger provides one of the game's best abilities at its highest level, Rapid Fire. This ability, when combined with the Ninja's Dual-Weild unlocks one of the game's most powerful attacks. You attack 8 times in a row, like the relic combination of "Offering & Genji Glove" did in Final Fantasy 6. Animals can be fun to use as a skill though I don't use it that often. Ranger's not a great class by itself, you'll want to fully master it for Rapid Fire by the end of the game though. It's a must for your main fighter, however. Highly recommended for Bartz.
 
CLASS SPOTLIGHT - Bard

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Stat Adjustments:

Strength -8
Agility +8
Stamina -9
Magic +11


Abilities:
Level 1: Hide (25 points)
Level 2: Equip Harps (50 points)
Level 3: Sing (100 points)​


My Thoughts:
Quite possibly the worst class in the whole game and in most situations it is a useless class. I don't know what it is about Final Fantasy games and Bards, but the Bards tend to always suck in this series. FF5's Bard class is no different. Hide sucks, Harps suck so your Mimes won't need them, and the Songs mostly suck too. Bards are literally outclassed in everything. Skip this one if you're not mastering everything.
 
ABILITY SPOTLIGHT: HIDE

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CLASS: BARD

LEVEL: 1

AP NEEDED: 25


My Thoughts:
If you played Final Fantasy 4 then you might remember Edward "The Spoony Bard" had an ability with the same name. Guess what? It functions just like that one did. It's equally useless in this game. Unlike Edward, all of your characters in FF5 have access to abilities and equipment that can get them through any fight. If you're not looking to master everything then just skip this. I see no reason to ever use it in any battle.
 
ABILITY SPOTLIGHT: ANIMALS

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CLASS: RANGER

LEVEL: 1

AP NEEDED: 15


My Thoughts:
A fun ability that you may or may not like depending on your preference. It is a little like the Geomancer's Gaia in that you cannot pick what animal friend will show up. Instead it is determined by your level. The higher your level then the odds of better animals showing up increases. Some are great such as the Unicorn who restores your Health and Magic Points. Others, like the Mysidian Rabbit, aren't useful at all. This ability along with Gaia remind me a lot of Mog's Dances in FF6. So if you want abilities with more consistency and do not trigger random effects then you might want to stay away from this one. It can be entertaining to play around with. You'll need to learn it anyway on the path to unlocking Rapid Fire so we'll be learning this ability now in order for the Rangers to not fall behind.
 
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

RANGER: Level 1

BARD: Level 1


Other Thoughts:
Last one of these checkpoints for a while. We do have some only at level 1 and Berserker remains untouched but this will suffice for the rest of world 1. After that there's going to be an extensive class leveling moment at the start of world 2. More on that later. You can do more if you want however this is a good point to stop with the class leveling and do some sidequests instead.
 
JACHOL - SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

Now we can do some sidequests before proceeding. Do NOT go back to the Ancient Library yet or else the game will move onward. It's better to do these quests now before they are forgotten about. Jachol is south of the Ancient Library. You will have to land the Black Chocobo in a forest east of the town and walk over there. There are no hidden items in town oddly enough. There is a piano in the bar though, so go play that. You can also talk to the dancer to see a dance, unlike most of the dances in the game this one is cool. The dancer dances by herself first. Next, she gets your characters to dance with her. Then in what comes off a bit random, she gets the guy sitting by the stage to dance with the two of you. Last but not least, she even invites the person playing the game to get up and do the dance too. Worth seeing at least once.

Now for the main reason you came to this town.... the shops. Buy 4 Green Berets and 4 Ninja Suits in the armor shop. Your Red Mages can equip them. There are Coral Swords in the weapon shop that your Red Mages can equip, but be careful since they have Lightning Elemental properties. Get some for an upcoming boss who is weak to lightning. Have a backup weapon with no elemental properties also handy, depending on if you encounter enemies who are healed by lightning. You should already have every spell they offer here, but check the magic shop too just to be sure. When you're ready we will be heading to the cave to the north.
 
JACHOL CAVE - SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

There are some items to get here. Head south from the entrance and hit the skull switch in the corner to your left. The entrance shuts though a new path opens. The switch by the entrance door opens the entrance back up. When you see the long wall with skull switches that appear and disappear, look for one that stays. Inspect that one. A new path opens. Flip a switch inside the treasure chest to open the door and go inside. In the next area go left when the path brances off into two different ones. Open the chest to your left for a Shuriken and follow this path to get a Tent. Now go back to where the path branched off and go the other way. Follow the path and go south to find a chest. It has a Blitz Whip you can obtain. Or maybe not. See the note below.



LONE WOLF

Remember that wolf in the basement of Walse? If you helped him then he will have gotten to this cave before you and taken what was in this chest. So much for being nice, huh? The item is not truly amazing, but this is really all that happens if you did help the wolf out back there.



You'll notice you are encountering Nutkins. Be careful. Not every battle in here is easy! You might run into a metallic equivalent of the Nutkins called a Skull Eater! If you do encounter one there are some options. Casting Bio, Controlling it to make it use its special skill on itself, the Aim ability, the Throw ability, or a Geomancer's Gaia. Regular attacks will not do anything at this point due to their defense. The Skull Eaters often run, however, you must watch out. They are dangerous (at this point in the game) if they do not run. This area is good for class leveling if you are willing to take the risk of a Skull Eater not running.

When you're done head north and climb up the wall to be outside. Wait, you're stuck! This exit is surrounded by mountains. You will have to go back the way you came, to exit through the entrance. Oh well. More points toward class leveling then. Flip the skull switch blocking your way back to where the entrance was, then flip the one next to the entrance to leave. You're done here now.
 
LIX - SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

Lix is just north of the Wind Shrine, surrounded by mountains, but the Black Chocobo can land there. This is Bartz's hometown and I like the music that plays here. Many of the townspeople recognize Bartz. An old lady tells you that some bard moved into your old house. What! How dare he! Let's find our old house. It is on a hill north of the Inn. Talk to the Bard. He says you can look around. There is a purple box on the shelf in the upper right corner, inspect that to see a flashback of Bartz when he lived there with his parents, talk to the Bard again and he teaches you the Alluring Air song.

Talk to the scholar walking around in town to trigger another flashback scene, it shows how Bartz became afraid of heights. This does not really accomplish anything, but character backstories are always nice to see. Even for characters as one-dimensional and boring as Bartz. The item shop gives you a discount due to being from this town, buy some Ethers there and other potions you may need. Upstairs is a weapons and armor shop.

The last thing you'll want to do here is rest at the inn. It triggers a scene where Bartz cannot sleep. He visits his parents grave, Faris comes and talks to him. There is a good exchange between them in the dialogue here. Then they go back to sleep. That's all there was to do here.
 
ISTORY - SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

Istory is northwest of the Ancient Library. It is near a waterfall on the world map. Fly there on the Black Chocobo. Go into town first, do not get into a random encounter yet!!!! You'll see why in a moment.

In the town talk to the old lady next to the magic shop. She'll mention a monster dressed up like an old man who uses thunder magic. Hmmm.... We'll have to go looking for him soon. Check the magic shop to make sure you have all the spells available. The armor shop has some extremely expensive items. Remember these, we will be back for them towards the end of the game.

In the northwest corner of town is an old man next to a square of flowers. Talk to him. Now go stand on the lower right flower in the square shaped flower area, walk along the square from lower-right to lower-left, then to upper-left, then to upper-right, then back down to lower-right. A frog shows up from underground and runs off, he drops the Toad spell!

Go to the sheep area in the northeast corner of town. Talk to the girl and she indirectly hints at what to do here. Talk to the sheep in the corner by itself. No, not the girl pretending to be a sheep (how weird!) but the other one. The sheep kicks you over the fence. Talk to the bard. He teaches you a new song for your Bards, Romeo's Ballad.



THE OLD MAN IN THE BACK OF TOWN

Funny story. The first time I ever played this game on the Playstation "Final Fantasy Anthology" version 17 years ago, I thought that the old man in the back of town in the woods here was the monster that the lady by the magic shop spoke of. Nope, he's just a random old man. I cannot help but wonder though if the developers put him there on purpose to scare those who talked to the old lady first. Exit town through the woods.



Now you will be back on the world map. If you are at full health, try to get into a random encounter in the forest area by town. You might just run into.... Ramuh! A new summon.
 
BOSS BATTLE: Ramuh

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This optional boss could surprise you if you did not expect the battle ahead of time due to the hints from the townspeople in Istory. He's not too tough. In what might be obvious to those who have played other Final Fantasy games, he uses thunder elemental attacks such as Thundara. So long as you have at least one person healing as needed this fight should not be a problem. Unlike Ifrit or Shiva he does not have a major elemental weakness. Also.... You did un-equip those Coral Swords, didn't you? Ifrit and Ramuh are friends so he will convince Ramuh to also become a summon for you, once the battle ends. Then just use the spell in your item list to add it to your spellbook.
 
ANCIENT LIBRARY
My Level: 30 (Bartz), 28 (everyone else)

When you return to the library then Cid and Mid will tell you to go to the Desert of Shifting Sands, which is west of the library. Make everyone Blue Mages with White Magic to make the boss battle that is coming, much easier.


DESERT OF SHIFTING SANDS
My Level: 30 (Bartz), 28 (everyone else)

You cannot enter at the moment due to the current of the sand, or something. This never really made sense to me. Cid and Mid offer to call a Sandworm that you will have to defeat, but once you do you can make a bridge over the sand. Why not. Make sure you have Blue Mages that can cast Aqua Breath first. Otherwise you're in for a frustrating boss battle.

After the battle simply step across the bridge that formed from the sandworm's tunnel and then ride the sand currents to the bottom. Simple enough, though a bit strange.
 
BOSS BATTLE: Sandworm

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This battle is very easy if you have the Aqua Breath spell for Blue Mages. If you do not, you will have to rely on Ninjas using Water Scrolls or your regular attacks. The Sandworm moves to other parts of the battlefield so this can be annoying. He uses Gravity which halves your Health and can also inflict the Sap condition. Best to just use Aqua Breath, which should defeat him in one shot. Seriously, it's worth it to have Aqua Breath.
 
RUIN TOWN OF GOHN
My Level: 30 (Bartz), 28 (everyone else)

This place is a little strange. It is a town that is completely empty other than the King Of Tycoon who shows up acting very unlike himself. You first see him by trying to go up the steps in the center of town. Follow the king to the right, into the northeast house. Go into the back of the house and you will see the king moving south. Follow him and go back to the steps in the center of town again, you'll find the king entering the house and he is inside. A scene plays out and you're now in a weird mechanical area.


CATAPULT
My Level: 30 (Bartz), 28 (everyone else)

Why this place is called Catapult is being me. Anyway. Some scenes play out, Cid and Mid return the Black Chocobo to his forest while you find yourselves warped with an ancient device that breaks after being used. Go up the stairs and then to the south to find a rest area. Hit the switch in the southeastern corner of the left path. It does not work but gives a hint to check the plants in the center of the room. To do this you have to deny the option to rest, then check the plant in the lower right corner. It has a note telling you to check the note in the room to your right. Ok....? Let's go look at that. Now you have to look at one of the urns. It is the one on the left by the bookshelves in the left room. A frog was inside and he knocks a book off the shelf. Read it to find out you need to go down 8 and right 4. I have no idea what this means, even after playing the game so many times. Flip the switch that started this string of scenes again, this time it works. Open the chests to get 2 Shurikens and the Mini spell.

Now press the switch in the room to the north. A scene plays out where Cid and Mid fall down a hole in the Chocobo Forest. Follow the path and use the save point. You find an airship! Talk to Cid and he will get the ship flying. Make sure you have everyone as Red Mages, you can put Summon as your additional ability to make this even easier. Then talk to Cid again. There is a monster under the ship, boss time!
 
BOSS BATTLE: Cray Claw

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This is a really easy boss if you are prepared. Have everyone either summon Ramuh or cast Thundara. The battle will be over in moments. If you do not have these spells, well, then either attack with Coral Swords or your regular weapons. Heal when necessary. One of the easiest bosses if you approach the battle prepared. If you're playing this game for the first time then chances are you might not be prepared and he could catch you unexpectedly. You should be fine either way so long as you saved in advance, you can try again and enter the battle prepared next time around.
 
AIRSHIP NOTE

You've got an airship! Now that you have an airship you can freely travel the world. As for controls.... You fly with the directional buttons and can land in grassy areas with the same button you use to confirm a command. The sidequests from before Gohn should still be done if you have not done them yet since we are approaching the end of the first world.



THE FIRE POWERED SHIP.... A SIDEQUEST (SORT OF)

Since the Fire Powered Ship is here at Catapult, you can still go inside it and down into the mechanical areas. I wondered just how far you can go, since originally it went to Karnak Castle's crystal and there obviously no longer is a Karnak Castle anymore. It turns out you can return to the boiler room you found Queen Karnak in, but the tunnel at the end does not go anywhere. It just is a dead end. Interesting.
 
RETURN TO GOHN
My Level: 30 (Bartz), 28 (everyone else)

Fly back to Gohn in your airship and something unexpected happens. A huge fortress flies out from the ground high into the sky! You cannot follow it for now. Return to Catapult by landing on the steel square in the ocean by Crescent. Talk to Cid.


CATAPULT
My Level: 30 (Bartz), 28 (everyone else)

Go back into the resting area and talk to Cid. He says that the earth crystal is in the flying fortress. You'll need Adamantine to get inside, Galuf remembers seeing some in the meteor he came to this world in. Let's go to the Tycoon Meteor!


TYCOON METEOR
My Level: 30 (Bartz), 28 (everyone else)

Save before you do this part. Don't want to get caught off guard by yet another unexpected boss, do you? Didn't think so. Galuf opens the meteor. Before you go inside make sure everyone is a Red Mage with Summon equipped. Or a Mystic Knight, but preferably the former. Inside you find the Adamantite on the wall in the back. Not long after you grab it a monster attacks you.... Makes you wonder how Galuf made it safely to this world without that thing attacking him. Anyway, boss battle.

 
BOSS BATTLE: Adamantoise

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This guy is weak against Ice so summon Shiva or cast Blizzara. You can also have Mystic Knights use Blizzara's Spellblade so you can attack him with Blizzara's elemental properties. The battle is a lot harder without either option so do some class levelling and try again if you are having difficulty. He's tough. Yet another option is Level 5 Death if you have Blue Magic and it came down to that. I'd rather not be cheap in using an instant death spell, though that's just me.
 
CATAPULT
My Level: 30 (Bartz), 28 (everyone else)

Return to Catapult with the Adamantite. Cid and Mid will upgrade the airship while the party sleeps in a silly scene. Cid tells you to press the X button to fly higher up, in the PC version. He is actually referring to the X button on your computer keyboard. Use this to fly up to the flying fortress. Save first, since you're going to be fighting the defense guns that Cid and Mid warned you about.


FLYING FORTRESS (OUTSIDE)
My Level: 30 (Bartz), 28 (everyone else)

Make everyone Red Mages with the Learning ability. Then all you have to do is simply fly into the defense guns on the fortress to enter battles with them. They are on the far left and far right of the fortress. You will encounter some Fire Cannons and some Rocket Launchers. It is a good idea to leave and save in between each fight. The Fire Cannons have a Blue spell, so keep that in mind if you're completing your Blue spellbook. When all four defense guns have been defeated a huge one appears on top of the flying fortress. This one is a boss so leave this map to save if you need to and then fly into the boss cannon.



BATTLE: Rocket Launcher (x2)
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They are weak against Lightning so cast Thundara or attack with Coral Swords. Not too tough though they do have abilities that can inflict Confusion status so watch out for that and heal when low on Health.

BATTLE: Flame Thrower (x2)
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The same strategy can be used on these guys as you did for the Rocket Launcher. Let them use Flame Thrower on someone with Learning so you can get it as a Blue spell, then attack with Coral Swords or cast Thundara.
 
BLUE MAGIC SIDEQUEST
My Level: 30 (Bartz), 28 (everyone else)

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You can learn a new Blue spell here, hence why I said to use the Learning ability. The Fire Cannon enemies use a spell called Flame Thrower that you can learn. You could have Blue Mages here or keep all four as Red Mages with Learning as the ability. Either will work fine. Switch back to Red Mages for the boss afterwards though.
 
BOSS BATTLE: Soul Cannon

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This is the toughest boss you have faced so far. There is the main target (the cannon itself) and some Launchers that are additional targets. You'll need Red Mages, Mystic Knights, or Summoners. The best case scenario would be Red Mages who can use Spellblade or Summon! That way all four can heal when you need it, as well as attack with Coral Swords that also have Thundara properties, or summon Ramuh. This thing is weak against thunder so you want to take advantage of that. Ramuh took care of the Launchers, then I focused on the Soul Cannon itself. Faris and Bartz did major damage with Coral Swords that Spellblade gave Thundara properties. Even with this weakness the boss is still tough. The main thing to watch out for is the dangerous Wave Cannon attack that damages you for half of your Health. The boss has a ton of Health too, so the battle may take a while.
 
RONKA RUINS
My Level: 32 (Bartz), 30 (everyone else)

Welcome to the most challenging event in the first world. Only fitting, with it being the last major monster lair before the second world. So you will once again want four Red Mages with the Learning ability, although one person needs the Control ability in order to get at least one of the spells. More on that in a moment since there's multiple new Blue spells to be learned here. Fly the airship in after you defeat the Soul Cannon and then disembark. Walk in from the ship dock.

The second room has some invisible paths. Walk across, lining up with the visible tiles on the floor and just go straight across. Then when you are on the right side, you'll see a treasure chest south of you. Follow the hidden path by the wall down, left, down, and left again to get to the chest for a Golden Armor. Now go downstairs. From the lower left corner of the platformn you're on go right two steps and then down to get to the next platform. Now go over to the four paths leading north. Go up the third from the left, there are invisible tiles on the way. Go up, then left from the southern of the two visible tiles, then up again to get to the chest and it has an Elixir. Now go back and follow the leftmost path up to the next platform. Head east for a chest with a Phoenix Down.

There are three different sets of stairs to take. The one directly south of the chest with the Phoenix Down leads to another set of stairs that takes you to another side of the room you were just in. Follow the path here using invisible tiles to get to a chest with a Golden Shield. Go back the way you came to the chest where the Phoenix Down was. There is a stairway leading up and another leading down. The upstairs one goes to a save point. How convenient, use it and save. Go downstairs and follow the path. You might seem like you're at a dead end but you're not. Go right and then out through the door below you then follow the path.

You'll see the King of Tycoon in a chamber in the center of the room, it looks as if he is fighting a huge dragon. That doesn't look good. In the next room is a Hi-Potion in a chest. Go down the stairs to the right of you to find a treasure room. Watch out though because there is a hidden hole in the middle of the room. From left to right the chests have 5000 gil, a Shuriken, an Ancient Sword, a Moonring Blade, and a Power Armlet. Give Bartz the Ancient Sword and Power Armlet. Head back upstairs and go down the path through the door south of you.

The path through the next couple of areas is straightforward. When you see a door to your left and a stairwar leading up to your right, take the stairway first. It leads to a save point, save here. Now go through the door and up the other stairway. In here go through the door and then you will see a stairway leading down as well as another door, take the stairs first. You see chests below you but they seem out of reach, they are not. Walk across on invisible tiles to get a Cottage and an Ether. Now go back up and go through the door. Flip the switch and go down the stairs to be where King Tycoon is. Before you go down to the King and the dragon monster, see the Blue Magic note if you're wanting to get all those spells. Also, watch out for the Ghidra enemies in here. The Coral Swords will heal them if you still have those equipped, they also have a lightning ability that might do a lot of damage to you.

MAKE SURE YOU SAVED BEFORE YOU APPROACH THE KING!!!

When you are done exploring the ruins and have learned the Blue spells available during this part (or chose to skip that) then go approach King Tycoon. Make certain that you saved first. The dragon monster in front of King Tycoon is your next boss battle, he makes you defeat that monster and he is EXTREMELY tough for this part of the game.

After the battle, some scenes play out and you get new classes.
 
BLUE MAGIC SIDEQUEST
My Level: 32 (Bartz), 30 (everyone else)

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The first Blue Magic spell to be on the lookout for is White Wind. Make sure three of your characters have Learning and that the fourth has Control. Encounter an Enchanted Fan and use Control to get him to use White Wind on your party to learn it. Next is 1000 Needles, the Lamia enemies know it though they rarely use it so it is best to Control them and make them use it, then you will learn it.

The last is Level 4 Quarter. The Ghidra enemies will use it before they die, make sure one or more of your characters have a level that is a multiple of 4 otherwise the spell will not work. To find the Ghidra enemies look in the area with the two chests to the left of King Tycoon. Here is a tip. The Ghidra is a collossal pain. For this part, turn everyone into Blue Mages. Now you will have White Wind and 1000 Needles if you already learned those from earlier. Use 1000 Needles to attack the Ghidra and White Wind to heal if you need to heal. Make sure someone is on a level that is a multiple of 4, for me Bartz was. See? Keeping him at a different level from the rest helped. Also, the monster you need to look for is NOT the Hydra. It is the Ghidra. They look very similar and this has confused people over the years.
 

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