Final Fantasy 5 Walkthrough With Dagger

REGOLE
My Level: 35 (Bartz), 33 (everyone else)

Buy four Sleep Blades and four Orichalcum Dirks at the weapon shop, then buy 4 Wizard's Hats at the Armor Shop. At the magic shop buy Blink, Shell, Esuna (unless you got it in Karnak), Drain, Break, Bio, Comet, Slowga, and Return.

In the bar you can dance if you go up on the stage and then you get 100 gil for it. Each of the four current characters has a dance, though they are all nearly identical looking. Quick way to make 400 gil if you watch all 4. You can also find a hidden piano by going left of the corner south of the bartender, then up, then right.

Stay at the Inn to see a scene play out where Bartz talks to Galuf at the bar, neither could sleep. We bought several new spells, so guess what it's time for? Class leveling for those who are following along with my progression path.
 
ABILITY SPOTLIGHT: TIME MAGIC (4)

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CLASS: TIME MAGE

LEVEL: 4

AP NEEDED: 50


My Thoughts:
Chances are you might not have been using Time magic very much up to this point. If you had been ignoring Time Mages up until this point, you won't want to any longer. That was where my younger self was back when I tried this game out for the first time 17 years ago. I completely ignored Time Mages (though still leveled up the class) until I discovered the spell Comet. Then I learned how cool Time Mages can be! This ability allows classes equipped with it to cast the previous tiers of Time spells along with the addition of Comet, Slowga, and Return. You absolutely will want Comet for your caster(s) and Return could be useful if you want to re-do a battle. Yeah, I don't use it that much either. Slowga I rarely use. Comet more than makes up for the other two.
 
ABILITY SPOTLIGHT: STEAL

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CLASS: THIEF

LEVEL: 4

AP NEEDED: 50


My Thoughts:
Another classic ability from this series. It works exactly like Locke's ability of the same name did in FF6. Your character attempts to take an item from the enemy. It's useful during most of the Gilgamesh encounters and is the method of procuring the Genji defensive gear. You'll want to get this before the next Gilgamesh fight so let's get it now before we forget. Recommended for Faris or whoever you are building up as your Rogue-ish type.
 
ABILITY SPOTLIGHT: BLACK MAGIC (4)

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CLASS: BLACK MAGE

LEVEL: 4

AP NEEDED: 50


My Thoughts:
We just got some new Black spells so if you're trying to get access to them as quickly as possible then you need to learn this right now. Bio is the only one in this tier that I really use, so it does not take as much priority as the Time Mages this go around. Still, don't want the Black Mages falling behind. This grants access for other classes to use the previous tiers with the addition of Bio, Drain, and Break.
 
ABILITY SPOTLIGHT: WHITE MAGIC (4)

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CLASS: WHITE MAGE

LEVEL: 4

AP NEEDED: 50


My Thoughts:
Same reasons to level up now as with Time Mage and Black Mage. New spells were unlocked so let's make it to where other classes can use them. This ability allows other classes to cast the previous White spell tiers alongside the addition of Blink, Esuna, and Shell. It's a fairly useful tier. Esuna heals many status effects, Blink creates images of a character that can make them dodge a couple of physical attacks in that battle, and Shell raises magic resistance on a character during that battle. A pretty good addition for your healer that I recommend you get now.
 
ABILITY SPOTLIGHT: SUMMON MAGIC (3)

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CLASS: SUMMONER

LEVEL: 3

AP NEEDED: 45


My Thoughts:
You may have already done this but if you have not yet, get your Summoners to level 3. You only have one of the spells in this tier so far, Titan. The other two will get unlocked soon through sidequests but if you want to Summon Titan and not let the Summoners fall behind, they are next. The other two spells in this tier are Golem and Shoat. The former is defensive and the latter attempts to inflict petrification on enemies.
 
ABILITY SPOTLIGHT: SPELLBLADE (4)

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CLASS: MYSTIC KNIGHT

LEVEL: 5

AP NEEDED: 70


My Thoughts:
You can hold off on this until you get to a better leveling spot if you want, but if you're wanting to get your Spellblade user(s) the chance to add Bio properties to their attacks as soon as possible then you'll need to do this now. It's not the best Spellblade tier though the Bio one can come in handy against enemies who are weak against poison. 70 points is a LOT for random encounters on the world map. Luckily you're coming up on a spot that's great for leveling up classes so this ability will be the longest time you'll spend learning an ability for quite some time.
 
JOB MASTERING CHECKPOINT

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KNIGHT: Level 3

MONK: Level 3

THIEF: Level 4

WHITE MAGE: Level 4

BLACK MAGE: Level 4

BLUE MAGE: Level 2

BERSERKER: Level 0

MYSTIC KNIGHT: Level 5

TIME MAGE: Level 4

SUMMONER: Level 3

RED MAGE: Level 3

NINJA: Level 2

BEASTMASTER: Level 2

GEOMANCER: Level 1

RANGER: Level 1

BARD: Level 1

DRAGOON: Level 1

SAMURAI: Level 2

CHEMIST: Level 2

DANCER: Level 1


Other Thoughts:
There's more that could be done now but the casters were the main priority here. You'll want to hold off on catching the fighter classes up until you get to Galuf's Castle (which will be pretty soon) or you could do it now but it would be less time consuming to wait a little bit.
 
WORLD MAP (REGOLE AREA)
My Level: 36 (Bartz), 35 (everyone else)

Make everyone Red Mages with Time equipped. Then we will proceed. Head south of town and you will see a Castle. You can go inside at your own risk. It's optional now and it becomes an important location later on. Whether you visit the castle or not, the forest southeast of you is your next stop.



KUZA CASTLE (OPTIONAL)
My Level: 36 (Bartz), 35 (everyone else)

This is a castle where legendary weapons were sealed. You must be careful though because you might run into dangerous dragons and spirits. It is best to avoid this until you do need to actually visit this castle for storyline reasons later on though it is cool to check out if you're willing to risk it now. Save first in case the monsters inside are too powerful for you now. The legendary weapons here will eventually all become available to you and they include:

Excalibur
Assassin's Dagger
Sasuke's Katana
Holy Lance
Rune Axe
Masamune
Yoichi's Bow
Fire Lash
Sage's Staff
Magus Rod
Apollo's Harp
Gaia Bell
 
MOOGLE FOREST & UNDERGROUND AREA
My Level: 36 (Bartz), 35 (everyone else)

You'll see a Moogle over by a tree when you enter. It is possible to exit through the path to the right to be back on the world map though you cannot progress forward without the Moogle's help. Talk to him and he will run off then fall down a hole. Follow him down into the hole. Once inside the cavern climb down into the water to ride the current to the next platform. Then do this again to get to another platform. Open the chest on one of the platforms to get 4400 gil. After this, take the left set of stairs to ride the current down to another path to find a Phoenix Down. If you encounter Blood Slimes cast Comet on them since they have a high defense. You will find the Moogle near a skeleton, and the skeleton attacks you! After the fight follow the Moogle to his home. Basically, stay out of the desert due to dangerous monsters there. You have to go to the same spot on the world map the Moogle went to.
 
BOSS BATTLE: Tyrannosaur

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This is one of the easiest bosses in the game if you have a certain item. That is a Phoenix Down. Just use a Phoenix Down on him and he dies instantly. If you do not have any then you can cast Cura on him or use Comet. He's still easy if you do not have a Phoenix Down as long as you heal when needed.
 
MOOGLE VILLAGE
My Level: 36 (Bartz), 35 (everyone else)

The Moogles all run off when you enter. Go to the upper right corner to find the Moogle you saved. He goes into his house. Go into the middle house first. Inside is a Moogle costume. Odd. You can put it on. Now go into the left house and the Moogle inside lets you take the treasure chest inside that was locked before and you will get an Elven Mantle. Now go inside the house to the right, the Moogle you saved earlier lets you take the treasures inside. They include an Ether, a Phoenix Down, 10001 gil, a Dancing Dagger, and a Cottage. Walk around in the main part of the village for a bit and you will hear a door opening, the Moogle you saved stands at the doorway of his house. Talk to him to trigger a scene where Krile lands in the forest with her dragon. You fly back to Galuf's castle.
 
CASTLE BAL
My Party: My Level: 36 (Bartz), 35 (everyone else)

Krile takes the dragon to let him rest while the rest of the party go to the throne room. You regain control of the group again after a brief scene.



GALUF'S BAD JOKE

Bartz and Galuf have a silly exchange during this scene that, depending on your sense of humor, is either horrendous or hilarious. Bartz is surprised Galuf is a king and wants to mind his manners around him from now on. Galuf says "just Galuf is fine". Bartz then literally calls Galuf "Just Galuf" to which Galuf says "bad jokes like that will get you PUNished". Still gets me after all these years. This might be the game's funniest line (again, depending on what you personally find funny).



Anyways when the heroes are done telling bad jokes you can explore the castle. In the throne room you'll find chests that have a Hero Cocktail in the one near you and if you follow the hidden path you can get the Teleport Spell! The soldier even gives you a hint about it. Krile's room is upstairs. We'll return there later. For now exit the throne room to the south. From the main hall if you go downstairs you will find the basement. It is the best place in the game (up until the very end) to level up classes. We'll be back here. A LOT. Exit the main hall. To the left is a door leading to an Inn and some Item Shops.

Further left is another door, enter here. Inside are Weapons, Armor, and Magic shops. Odds are you already have all the spells at the Magic Shops but if you are missing any, buy them. Same goes for the Weapon and Armor merchants. Base your purchases off what the Red Mages can equip since we are using them again in the next quest. Follow the stairs out on the roof and go right, there is a hidden stairway behind the tower! You will find an old man and a chest with an Angel Robe. See the little switch on the wall by the armor emblem? Inspect that from behind the wall to open a path into the merchant booth. Stand in between them to pretend to be a shopkeeper, this distracts them and one gives you a Lamia Harp in exchange for leaving them alone.

Head over to the main hall and go downstairs. Save at the save point. Now you can either go further down into the basement to level up some classes (recommended) or go up into Krile's room and talk to her on the balcony by the dragon to advance the story. You'll have to do the latter eventually. If you're doing the former first, we'll be using Summon as the ability for all characters here instead of Barehanded. Make sure everyone can summon at least Ramuh. To get to Krile go up the stairs in the lower right corner of the throne room and then up the stairs northwest of you. Krile says the dragon is dying. Lenna suggests Dragon grass could heal him so you are off to Drakenvale to the north. Head back down the stairs and out of the main hall. Go talk to the three soldiers by the gate. The one in the middle asks if you are sure you want to leave, select Yes if so. You will not be able to get back inside the castle supposedly.
 
BOSS BATTLE: Abductor

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This is the same guy from the beginning of the second world. He is green this time for some reason, when the previous time he was blue/purple. I think the developers messed up here and were supposed to have used the blue guy again because Gilgamesh's sidekick uses an identical sprite to the green version of the Abductor. Oh well. Pretty easy fight just use a few strong abilities and he will be defeated. This version of the Abductor only has 2500 Health so he is stronger than your last encounter but you have all four people now. Easily taken care of. After that you can either proceed with your quest to Drakenvale or you can go down into the basement to level up classes more.
 
ABILITY SPOTLIGHT: FIRST STRIKE

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CLASS: NINJA

LEVEL: 3

AP NEEDED: 50


My Thoughts:
This makes it more likely for you to surprise the enemy by getting immediate attacks of opportunity before the enemies get any turns at the start of a battle. Seems like a cool ability in concept though you won't need it if your party is powerful enough. It's part of the path toward mastering Ninja (which you DO want to do) so let's get this now.
 
ABILITY SPOTLIGHT: AIM

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CLASS: RANGER

LEVEL: 2

AP NEEDED: 45


My Thoughts:
Raises the accuracy of attacks. There's much better abilities out there. A powerful party won't need this one. Getting it now since it's on the path toward mastering Rangers.
 
ABILITY SPOTLIGHT: DRINK

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CLASS: CHEMIST

LEVEL: 3

AP NEEDED: 45


My Thoughts:
Let's you use various special potions that are otherwise unavailable without this command. While it's not useless, I never use this. There's White Magic and Time Magic spells that can offer similar or better effects. Skip it if you're not mastering the class.
 
ABILITY SPOTLIGHT: BLUE MAGIC

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CLASS: BLUE MAGE

LEVEL: 3

AP NEEDED: 70


My Thoughts:
This allows any class equipped with it to use Blue Magic. Very highly recommended if you have been learning the Blue spells. It is a very diverse spellbook that adds another healer, offensive caster, or supportive caster at once. Just make sure you've been learning Blue spells along the way. Good for any of the heroes, granted that you have learned Blue spells. If you are following along with my path you should have many of the spells by now.
 
ABILITY SPOTLIGHT: FIND PITS

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CLASS: GEOMANCER

LEVEL: 2

AP NEEDED: 50


My Thoughts:
This comes in handy during a couple of monster lairs later on. If there are traps in the floor, you will find them in advance if your hero at the top of the formation has this ability equipped. Pretty useful during the instances when monster lairs do have holes as traps on the floor in the terrain. I'll point it out when those quests happen. Recommended for Faris or whoever you build up as your Rogue type.
 
ABILITY SPOTLIGHT: EQUIP HARPS

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CLASS: BARD

LEVEL: 2

AP NEEDED: 50


My Thoughts:
This allows any class equipped with it to equip harps. If you want your Mimes at the end to be able to use harps then you need this. One of the legendary weapons is a harp, so consider getting this in order to use that weapon. Or skip it. It's up to you.
 
ABILITY SPOTLIGHT: DANCE

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CLASS: DANCER

LEVEL: 2

AP NEEDED: 50


My Thoughts:
Lets anyone use the utterly useless Dance command. I would say skip it but it's part of the path toward being able to equip Ribbons, so we might as well get it now.
 
ABILITY SPOTLIGHT: COUNTER

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CLASS: MONK

LEVEL: 4

AP NEEDED: 60


My Thoughts:
Another one that I really don't use all that much. It allows whoever is equipped with it to counter attack when hit by an enemy's regular attack. It has its uses, but there's better abilities out there. Getting it now since it is part of the process toward mastering Monk for the boost to the strength stat.
 
ABILITY SPOTLIGHT: SHIRAHADORI

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CLASS: SAMURAI

LEVEL: 3

AP NEEDED: 60


My Thoughts:
I'm really not sure what the point of this skill is. It increases your evasion rate some, but it doesn't come across as being useful. I never use it. Much like many other abilities in this string of class leveling it was part of the path needed to take in order to get to something better, such as Equip Katanas which is the next Samurai level's ability.
 
JOB MASTERING CHECKPOINT

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Lenna-Defend.gif
Faris-Defend.gif
Galuf-Defend.gif
Krile-Defend.gif


KNIGHT: Level 3

MONK: Level 4

THIEF: Level 4

WHITE MAGE: Level 4

BLACK MAGE: Level 4

BLUE MAGE: Level 3

BERSERKER: Level 0

MYSTIC KNIGHT: Level 5

TIME MAGE: Level 4

SUMMONER: Level 3

RED MAGE: Level 3

NINJA: Level 3

BEASTMASTER: Level 2

GEOMANCER: Level 2

RANGER: Level 2

BARD: Level 2

DRAGOON: Level 1

SAMURAI: Level 3

CHEMIST: Level 3

DANCER: Level 2


Other Thoughts:
We're making progress. All but two classes (Dragoon and the still untouched Berserker) should now be either halfway through their class levels or further. Some like Bard and Geomancer only have one level left to master. The main thing stopping me from going ahead and mastering those two at this time were to allow Krile a chance to get a level in those classes. There won't be another class leveling bit for a while. Time to proceed.
 
WORLD MAP (BAL CASTLE AREA)
My Level: 36 (Bartz), 35 (everyone else)

You will not be able to re-enter the castle for now so hopefully you were able to get the class levels that you needed since the monsters outside do not offer nearly as much ability points as those in the castle basement did. There is a cave to the northeast, this is the Gil Cave. Do not enter it yet. That's a tough sidequest that we will save for later. Head north to the werewolf town of Quelb.


QUELB
My Level: 36 (Bartz), 35 (everyone else)

Every door is locked at first other than the main mansion which belongs to Galuf's friend Kelger, a werewolf warrior who fought Exdeath with Galuf many years ago. He and Bartz duel for a bit and Bartz wins but it makes Galuf angry. The conversation continues in Kelger's bedroom and you find out that Bartz's dad was also an ally in Galuf and Kelger's party. Kelger has them unlock the gate so you can enter Dragonvale. First, let's look around town. Now the townspeople have come back outside. In the northeast corner of town are three werewolves who are supposedly doing a prayer ceremony for your safe return but all they seem to be doing is running around quickly in that corner. One of them teaches you a new Bardsong, Requiem. The werewolf who helped you in Karnak was from here, you find out by talking to one of the werewolves by the weapon shop. Speaking of the weapon shop.... Buy 4 Twist Headbands, 4 Power Sashes, 4 Power Armlets. Go to the Inn and speak to the werewolf in the back to get healed for free by eating his food. You can do that three times. When you are ready depart head north through the gate.

 

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