Final Fantasy 5 Walkthrough With Dagger

BLUE MAGIC SIDE QUEST - ISLAND SHRINE
My Level: 42 (Bartz & Krile), 41 (Faris), 40 (Lenna)

Blue%20Mage1%20-%20Cast.gif
Blue%20Mage2%20-%20Cast.gif
Blue%20Mage4%20-%20Cast.gif
Blue%20Mage3%20-%20Cast.gif
Blue%20Mage5%20-%20Cast.gif


The boss of this area uses a Blue spell, Mind Blast. Begin the battle and let him use the skill. Now just make sure to survive the battle and then you will have learned the spell. By now the Blue Mages should have a good enough spellbook that they should do just fine in the battle. Give them Summon in order to be able to summon Golem to help you out some.
 
BOSS BATTLE: Wendigo

This guy is very annoying. He makes three clones of himself and you can only damage the real one. To make matters worse, any time the real one is hit he shifts position so you would have to find him again. If you use attacks that hit all targets it makes him counter with Frost. If you are going to rely on abilities that hit multiple targets then you must be ready to heal with White Wind or Curaga as soon as possible. You could do it the slow way by finding the real one, attacking him, and then repeating as you heal when necessary. That takes forever though. Another strategy is a bit time consuming but you can use Level 3 Flare to help find the real one, it only hits the clones. Then use 1000 Needles on the real one after using White Wind to heal. Repeat this for 20 turns and you win. Yet another route is summoning Syldra then healing with White Wind, and repeating for about 10 turns. The fight is going to be annoying no matter what you do. The good news is that it's yet another one of those fights that's more frustrating than difficult.
 
KUZA CASTLE
My Level: 43 (Bartz), 42 (Faris & Krile), 40 (Lenna)

Now we get to return to the chamber with the sealed weapons yet again to release three more. If you have been following along with me you should already have the Assassin's Dagger, the Sage Staff, and the Magus Rod. Since we are going to the Fork Tower next and you want your fighter team to have powerful weapons with no risk of healing enemy targets, let's get the Masamune and Sasuke's Katana. As for our third this round let's get Yoichi's Bow. This way your magic team also has a good weapon. It would be best to put Bartz and Faris in the fighter party then Lenna and Krile in the magic party once you split up for the upcoming event the Fork Tower. Next up is mastering the Water Crystal's set of jobs.
 
ABILITY SPOTLIGHT: EQUIP RODS

Time%20Mage1%20-%20Victory.gif
Time%20Mage2%20-%20Victory.gif
Time%20Mage4%20-%20Victory.gif
Time%20Mage3%20-%20Victory.gif
Time%20Mage5%20-%20Victory.gif

CLASS: TIME MAGE

LEVEL: 7

AP NEEDED: 250


My Thoughts:
This allows any class equipped with it to be able to attack with Rods. It is a little disappointing in comparison to other caster classes' final abilities. Odds are your Mimes will have access to better equipment by this point. Skip it if you aren't out to master everything. At least it is among the easier final class abilities to learn.
 
ABILITY SPOTLIGHT: SPELLBLADE (6)

Mystic%20Knight1%20-%20Victory.gif
Mystic%20Knight2%20-%20Victory.gif
Mystic%20Knight4%20-%20Victory.gif
Mystic%20Knight3%20-%20Victory.gif
Mystic%20Knight5%20-%20Victory.gif

CLASS: MYSTIC KNIGHT

LEVEL: 7

AP NEEDED: 400


My Thoughts:
An absolute MUST for your fighter. It would allow him/her to add the properties of Flare, Holy, or Osmose to their weapon. A weapon with Flare/Holy properties when combined with the final abilities of Ninja and Ranger would create a Mime that can attack a monster 8 times in a single turn with weapons that have Holy/Flare properties. That is a hero that every monster should be terrified of. Of course you also get access to the previous tiers of Spellblade too. This is a bit tougher to learn but it is worth it. Get it for your main fighter and perhaps for a backup fighter too if you have the time to spare to learn it twice. That is, if you aren't out to master everything obviously.
 
ABILITY SPOTLIGHT: CALL

Summoner1%20-%20Victory.gif
Summoner2%20-%20Victory.gif
Summoner4%20-%20Victory.gif
Summoner3%20-%20Victory.gif
Summoner5%20-%20Victory.gif

CLASS: SUMMONER

LEVEL: 6

AP NEEDED: 500


My Thoughts:
This ability makes you summon a random summoned monster. The good news is that is costs no Magic Points to do so. The bad news is, you have NO idea what summon will show up. It could be anyone from the useless Remora to the powerful Bahamut. Giving all four characters this skill or having one character use it then the other three Mimic him/her, allows for lots of random summoning fun. It's not the most useful ability out there due to its random nature though I like playing around with it. Unlike in FF6 you do not run the risk of summoning anything that damages your own party. The main reason you do want this ability however is due to the boost you get to your magic stat upon mastering Summoner. Everyone needs to master this for that reason.
 
ABILITY SPOTLIGHT: DUALCAST

Red%20Mage1%20-%20Victory.gif
Red%20Mage2%20-%20Victory.gif
Red%20Mage4%20-%20Victory.gif
Red%20Mage3%20-%20Victory.gif
Red%20Mage5%20-%20Victory.gif

CLASS: RED MAGE

LEVEL: 4

AP NEEDED: 999


My Thoughts:
We are finally here. This is the single most difficult ability to learn in the whole game. Now you will see why I had recommended you play as Red Mages through the vast majority of quests throughout the game. 999 ability points is an absolute nightmare to get through otherwise. You should be halfway there or closer by now if you had followed along with me. Now onto the ability itself. It lets you cast two spells in the same turn. There is a catch to it though. You need to use this as either a Freelancer or a Mime so that you can include White/Black as your second ability. Now you will be able to cast two high tier White spells or two high tier Black spells. Otherwise you are stuck with just the Red spellbook which stopped being useful around the start of world two. It's the ultimate caster ability when set up correctly. Give it to your healer and your main offensive caster. Set up a Mime with Dualcast, White, and Black for the best potential effect.
 
FORK TOWER
My Level: 43 (Bartz), 42 (Faris & Krile), 40 (Lenna)

Here you will split in two groups. A fighter group and a magic group. You might want to bring the better fighters (Bartz/Faris) and the two better casters (Lenna/Krile) in their respective paths of the tower. Other options include having Bartz and Lenna on a team due to their relationship in the game's story, leaving Faris and Krile in a random "and the others" team. Another storyline division is putting the two sisters Lenna and Faris together which leaves Bartz and Krile in another "and the others" team. Ignoring storyline party divisions, stick to Bartz/Faris and Lenna/Krile unless you trained your characters differently. That decision was based on stats which is what it comes down to if you are like me and get everyone the same list of abilities.

Make everyone Freelancers for two reasons. Firstly you do not want one group getting more ability points than the other, secondly this gives you two ability slots rather than one. Make your fighter team have White Magic and Two Handed. Equip the Brave Blade on Faris for now and the Masamune on Bartz. If you do not have these weapons just use your strongest weapons available that are compatible with Two Handed. For your caster group give both of them White Magic and either Summon or Black Magic.

The party splits into their two groups when you enter the first chamber. You move each character into their respective path. Move Bartz to the right for the Power Tower. Lenna's next. Move her to the left for the Magic Tower. Then it's Faris. Move her to the right for the Power Tower. Krile is last. Move her to the left for the Magic Tower.




YOU HAVE NO CHOICE BUT TO USE TWO GROUPS!

If you try to move all four into the same path then the game will make Krile go alone in the other path. I tried it. First had all go to the left, then had all go to the right. Krile points out in both scenarios that she has to split up from the others. Smart move by the developers. You can do a 3 to 1 split instead if you want though a 2 to 2 split is HIGHLY recommended.
 
FORK TOWER - MAGIC TEAM
My Level: 42 (Krile), 40 (Lenna)

The Magic team is up first. Luckily the path is very straightforward. Pick up the chests along the way with an Ether and a Wonder Wand. The graphics in the outdoor areas look pretty cool. The climb up should not be much of an issue, if you get any monster encounters use Summons or Black Magic. Do not use the Wonder Wand. Instead of attacking it makes you cast a spell that is part of a long string. You cannot pick which one. It does whichever is next in the string per use and then after Osmose it will cycle back to Cure and the list starts over. While an interesting piece of trivia it does not make this a useful item.


FORK TOWER - POWER TEAM
My Level: 43 (Bartz), 42 (Faris)

Now it is the Power team's turn. They climb up a structure just about identical to the one the Magic team had only it is blue instead of tan. Be sure to pick up the items along the way. In the chests are a Hi-Potion and a Defender Sword. Give that to Faris. When you get to the top switch your abilities. Give both Bartz and Faris the abilities Two Handed and Lance. The boss fight for this team has magic disabled so if you use Lance you can still restore Health, sort of. It's better than potions.




GRAB THE SECOND SPELL FAST!

The game tells you to quickly grab the other spell or else the tower explodes. They were not kidding. I tried as Lenna/Krile to get back down to the entrance after Bartz/Faris finished their boss fight. I only made it through a couple of rooms before the screen turned red and the game reset. Interesting.
 
BOSS BATTLE: Minotaur

minitaurus.gif


Remember Sekhmet, that weird Minotaur-like enemy from the Pyramid? This is his brother. Alright so you have a few options here. They include Zeninage, relying on regular attacks, Rapid Fire (if you had it already), or fighting bare handed as Monks. Here's the problem. You cannot cast White Magic to heal. If you end up needing a restore you are limited only to potions. The Lance ability, does still work, and that is worth noting. I used it here. I prefer it to using potions. Thanks to Two Handed you might do enough damage quickly that you might not even need to heal. Bartz was doing 4,000 damage per round for example. In a rather hilarious moment the boss will try to use Holy right before he dies but apparently the Minotaur is not the smartest monster, he has no MP so he cannot use it anyway and just dies.
 
BOSS BATTLE: Omniscient

omniscient.gif


Unfortunately your caster team will not have as easy of a time as the fighter team did. This guy is tricky. If you try to do any type of melee attack on him he casts Return which restarts the entire battle. One strategy is to summon Carbuncle so that his spells get reflected back on him. Another is to summon Golem after having cast Berserk on the boss. Oddly enough he is vulnerable to Silence. For a monster who was supposedly one of the most intelligent in this game's universe you would think he would given himself immunity to silence of all things. Oh well. If you do try casting Silence on him he quickly gets back to normal, so much for that. I like using a combination of the above strategies. First cast Berserk on him. Then Summon Golem as well as Carbuncle. Now just cast Thundaga or Summon Syldra until he dies. You're not as safe as you think you are, though. His berserked attack hits HARD. You must defeat him before Golem wears off, and he will still cast Flare on you as he dies. Be extremely careful of this. Unlike the Minotaur he was smart enough to make sure he has enough Magic Points to cast Flare for his final attack before dying. He's quite tough. You just have to be clever.
 
CATAPULT
My Party: 43 (Bartz), 42 (Faris & Krile), 40 (Lenna)

The Fork Tower vanishes once you defeat Omniscient. Catapult was underneath it. Land the airship and go see Cid who had been trapped under the tower. He is stuck on a rotating gear, the party helps him get to safety. Cid and Mid upgrade the airship to also function as a submarine. You can now go on a sidequest to get the highly useful Mime class. Do this immediately.




THE FIRE SHIP IS HERE!

Yep you can go back to the Fire Ship and even go back down into its control area where you met Queen Karnak long ago. The duct at the end still leads nowhere. The Fire Crystal has been gone for ages, so why would it go anywhere? Why you would want to come back to this area other than out of some mix of nostalgia and boredom is beyond me, but you can if you wanted to.
 
MIME SIDEQUEST
My Level: 43 (Bartz), 42 (Faris & Krile), 40 (Lenna)

It's time. You've been hearing me talk about the Mime class for this entire walkthrough. Now you can FINALLY go obtain it. Remember that one crystal shard in the Walse Tower that you could not reach? That was the Mime class. The tower still exists! Use your airships' new submarine form to go underwater by where the tower used to be. In this world it is just southwest of Carwen. Walse is no longer labeled on the map as of after Exdeath did the whole sucking towns into the Void thing. Underwater you will find the tower. Sail into it.

You have a countdown timer. When the timer is up it is game over due to the tower being underwater. This is, within the storyline, how long you can go without breathing underwater. If you get random encounters just run. You are in a race against time here. There are two chests. One has a Maiden's Kiss. Another has air bubbles. Yes you read that correctly. Opening it just restarts the timer. It had air bubbles that the party ate. All you need to worry about is getting down to the bottom floor. Inspect the crystal shard and then you get attacked by someone who may seem familiar to those who played Final Fantasy 6.

Afterwards you still have to get back out of the tower so do keep that timer in mind. Get out quickly!
 
BOSS BATTLE: Famed Mimic Gogo

gogo.gif


Whether this is the same guy or not as the Gogo who you can play as in the second half of Final Fantasy 6 is a whole other topic. If it's not the same character then this boss absolutely 100% would have been the inspiration for everyone's favorite Mime from FF6. Ok now let's talk about this battle. He is a Mime. Treat him as one. If you attack him, he will attack you. If you cast a spell, he will cast a spell. He's literally going to mimic you. So what you must do in order to win, in an odd twist, is by literally doing nothing. The storyline reasoning behind this is because he did nothing first thus he thinks you just mimed HIM. He banishes himself to the Void and you get the Mime class. Weird.
 
CLASS SPOTLIGHT: Mime

Mime1.gif
Mime2.gif
Mime4.gif
Mime5.gif




Stat Adjustments:

All are non-adjusted, similar to Freelancer. If you master something with a positive Strength stat adjustment, the Mime would have that stat. Remember how I said to master Monk for Strength boosts, Thief for Agility boosts, and Summoner for Magic boosts? Here is why. Look below for your best potential Mime stats.

Strength: +26 (Gladiator, or Monk if playing older versions)
Agility: +16 (Thief)
Stamina: +26 (Monk)
Magic: +36 (Oracle, or Summoner if playing older versions)


Abilities:
Level 1: Mime (999 points)


My Thoughts:
Hands down, no questions asked, the ultimate class. You get the same stat boosts that the Freelancers do once you master other classes and you also have a third ability slot. That plus you can Mimic others to do exactly what another party member did, for no cost of MP if it was a spell. All those equipment proficiency abilities will now come in handy. Give a Mime Equip Sword or Equip Katana for instance to make them a powerful fighter. Make the ultimate caster with Dualcast, White, and Black. Make the ultimate fighter with Rapid Fire, Spellblade, and Dual-Weild. Or make anything in between those extremes. Mimes give you an endless realm of possibilities with those three ability slots. Have fun, you've earned it! From this point on in all of the remaining quests I use four Mimes.
 
GALUF AND THE MIME CLASS - A TRIVIAL NOTE

Galuf-Victory.gif


Galuf does not have a Mime graphic. Or does he? This is an interesting note. Now, due to storyline reasons, Galuf will never be able to use the Mime class during a normal run through the game. At all. It is impossible to obtain the class before he stops being playable without the use of cheat devices or some kind of glitch. Galuf does in fact, in the game's data, have slots for Mime. The graphics are invisible in the older versions and look the same as a Freelancer in the newer versions. Rumors did float around about what a Galuf Mime sprite would look like if it did exist. I recall reading once somewhere that he did get one during development but it got cut, likely due to the obvious storyline reasons for why he cannot be a Mime. This graphic would have seen Galuf with an olive colored cape and his coat would be blue instead of green like his Freelancer sprite.
 
ABILITY SPOTLIGHT: EQUIP AXES

Berserker1%20-%20Victory.gif
Berserker2%20-%20Victory.gif
Berserker4%20-%20Victory.gif
Berserker3%20-%20Victory.gif
Berserker5%20-%20Victory.gif

CLASS: BERSERKER

LEVEL: 2

AP NEEDED: 400


My Thoughts:
This lets any class using it to be proficient with Axe weapons. The process of actually learning it is going to suck. Leveling up Berserkers is a pain. A method I use in order to get this skill in the least frustrating way takes a bit longer though could be better than simply going through endless enemies with all 4 as Berserkers. Go to Galuf's Castle and split your party into two Berserkers and two Mimes. Bartz and Lenna as Berserkers while Krile and Faris are Mimes, for instance. Now have Krile and Faris casting Thundaga on the enemies in the basement. Keep going until you max out Berserker for your two Berserkers. Now do the exact same thing again but make Bartz/Lenna Mimes while Faris/Krile are Berserkers. You end up getting around 400 ability points toward your Mimes to unlock Mimic this way too. Or you could just skip this process entirely if you aren't out to master everything. Equip Swords/Katanas/Spears will be so much more useful for your Mimes than Equip Axes could hope to be.
 
JOB MASTERING CHECKPOINT

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


KNIGHT: ****MASTERED****

MONK: ****MASTERED****

THIEF: ****MASTERED****

WHITE MAGE: ****MASTERED****

BLACK MAGE: ****MASTERED****

BLUE MAGE: ****MASTERED****

BERSERKER: ****MASTERED****

MYSTIC KNIGHT: ****MASTERED****

TIME MAGE: ****MASTERED****

SUMMONER: ****MASTERED****

RED MAGE: ****MASTERED****

NINJA: Level 4

BEASTMASTER: Level 3

GEOMANCER: ****MASTERED****

RANGER: Level 3

BARD: ****MASTERED****

DRAGOON: Level 2

SAMURAI: Level 4

CHEMIST: Level 4

DANCER: Level 2


Other Thoughts:
Not many left now. You could go ahead and master Mime now if you wanted to also, but you'll end up mastering it along the way if you just use it for the rest of the game. Berserker and Red Mage were the two worst so it is definitely downhill from here for class mastering.
 
THE GREAT TRENCH
My Level: 43 (Bartz), 42 (Krile and Faris), 41 (Lenna)

Make everyone Mimes. This will be your character class during the last remaining main quests for two reasons. It takes 999 points to master it so yes it will take an eternity, and also due to them having three ability slots! Give everyone White Magic for the first then either Black Magic, Time Magic, or Summon for the second slot. The third is up to you. I gave Bartz White, Sing, and Equip Katanas. Krile had White, Summon, and Equip Katanas. Lenna had White, Black, and Equip Bows. Faris had White, Light Step, and Equip Whips. Bartz would have had Zeninage but I switched it for Sing since there will be undead enemies in this event. Faris has Light Step to avoid lava floors damaging you.

Ok so for this event we are going underwater again. Turn the airship into a submarine then go northeast of Crescent to get to the trench. Give Bartz or someone else Zeninage for just a moment. More Gargoyles. I literally always forget about these guys every single time I enter a Tablet location, every time I play the game. Just use Zeninage to get it over with quickly. Here is a reminder of how to defeat them in case you do not recall.


BATTLE: Gargoyle (x2)
gargoyle.gif

These guys are annoying. If you defeat one but not the other their ally revives them. They are weak against Thunder so Summoning Ramuh works if you do not have the gil to spare for relying on Zeninage.



Now give Bartz/whoever their previous ability again (see setup in above paragraph). Then head inside. You will see cool looking lava backgrounds behind you. Take the left path at the first fork in the road to get to a chest with a Water Scroll. The right path takes you to the next area. Then you find a save point. Rest and save there before going downstairs. In the next area hit the skull switch to make a path appear. There is another skull switch later that creates a path that you can take to avoid walking on the lava. The lava path is faster if you have Light Step. The next room has two rows of skull switches on large rock formations. Hit the first one you see to open a trap door to the floor below. Go to the northernmost corner of this room to find a chest with a Dragon Fang. The stairs at the south central part of the room take you back to the room with all the skull switches. Hit the switch in the upper row on the right side to create a path that takes you to a chest north of you with a Flame Ring. The other switches all take you to the floor below through trap doors. When you are ready to proceed, use a trap door to get to the below floor and go east to the stairs leading down to the next room.

The area after that has more lava. Take the right path down into the lava then go grab the chest with a Phoenix Down south of you as well as the chest west of that which has an Ether. Now go east through the lava to find.... Dwarves!?
 
DWARF KINGDOM
My Level: 43 (Bartz), 42 (Krile and Faris), 41 (Lenna)

Yes there is a town of Dwarves in this underground underwater lava-filled trench. How random, but cool. What's more random is how despite only 5 dwarves living there, they refer to this as a Dwarven Kingdom. All 5 of them somehow make up a whole kingdom. Ok. The door to the left leads to two dwarves in a room full of barells, armor statues, and weapon racks. There are no items to take in here unfortunately. Talking to the dwarves gives you a hint about the Magic Lamp sidequest. I never do this particular side quest. There's also a save point conveniently in the middle of the "kingdom" also if you want to rest and save here.

The door to the right leads to a dwarf running a shop. Approach him from the south counter or the north counter to open the armor shop. Buy 4 Crystal Shields, 4 Crystal Helms, and 4 Crystal Armors. Approach him from the left counter or the right counter to open the weapon shop. It has weapons you already saw in the Mirage Town if you had been there. If not, buy a Kiku-ichimonji Katana or two. Why there are only two options and four counters is a bit odd. An item shop would have made sense for one of counters to trigger. Not a magic shop since Dwarves in most myths/worlds/games/etc are typically not gifted at casting. I would have done two different item shops at the north and left counters, but that's just me.

If you go down the path in the southwest corner it follows a long and narrow path to a dwarf in a corner who says that "something is happening" above. The dwarf is giving you a hint about the Mirage Town, which you have already been to if you are following along with my path in this walkthrough. It's not a bad hint though. The shape of this narrow path resembles the continent that the Mirage Town is on so this means you are literally underneath it right now. Interesting. Let's keep going. Proceed down the stairs south of the save point to get into the next part of the trench.
 
THE GREAT TRENCH (CONTINUED)
My Level: 43 (Bartz), 42 (Krile and Faris), 41 (Lenna)

Right after the Dwarf Kingdom is a water-filled room. It's odd seeing water after having seen so much lava, and there's still more lava coming. Anyway, climb down into the water and go through the door behind the waterfall. Now you're in another lava-filled room again. How weird. There is a chest and a closed door to your right. Go open that chest for a random trap that knocks you back down into the lava. Hmmmm.... Look around and you will find skull switches. There is one to the northeast that opens a door to a chest with Kaiser Knuckles. They raise your strength stat. Unlike in most other Final Fantasy titles they are not a weapon for the Monks. You have to hit every skull switch in this room to get past the chest that had the lava trap. Once all have been hit, the chest opens the door to the next room instead of activating the lava trap. Inside is the next tablet and a boss fight. Against three undead pigs. No I'm not joking. They even have three different colors with the "leader" being green, the other two being purple and red. After defeating them you will get the Meteor spell! Have a Time Mage cast Teleport to leave when you are done.
 
BOSS BATTLE: Phobos, Triton, and Nereid

phobos.gif
triton.gif
nergade.gif


These guys are a cool boss. Each of the SNES era Final Fantasy games had a trio boss. FF4 had the Magus Sisters, FF6 had the Dream Stooges, and FF5 has these guys. They don't have a collective team name that I know of other than just their three names. Like the other two games' trio bosses they are dangerous due to having a Delta Attack. In this battle you need to defeat all three at the same time in order to avoid having the remaining monster revive any of his/their allies. Phobos is the only one of the group who appears in the scene where Exdeath frees the monsters of the Void so he may or may not be the leader of the three. He is unofficially regarded as such.

Phobos (green) is poison elemental. Triton (red) is fire elemental. Nereid (purple) is ice elemental. Due to this you will want to use area of effect attacks that hit all three targets without relying on anything that is of any of these three elements. You have a couple of options. Have a Bard use the Requiem Song since they are undead like every other monster down here. You could also cast Curaga on them, as well as cast Thundaga or summon Ramuh since none are of the thunder element. Keep in mind if you're going to rely on Curaga/Thundaga/Ramuh it will not do anywhere near as much damage as Requiem does. You could also use Zeninage. Make sure someone is ready and able to heal when needed. Mimes with White Magic and Sing or Zeninage would be a good setup. For the easiest option have your Singer use Requiem, then have the other three Mimic them. The fight should end within those four actions.

Your prize for winning is the ultimate Time Magic spell, Meteor! Awesome.
 
KUZA CASTLE
My Level: 44 (Bartz), 43 (Faris and Krile), 42 (Lenna)

Time to head back and pick up 3 more of the sealed weapons. If you had been following along with me then the remaining ones are the Fire Lash, Excalibur, Holy Lance, Rune Axe, Apollo's Harp, and the Gaia Bell. The best one to pick if you're following my path is the Fire Lash since your Mimes can equip Whips so let's get that. Grab the Apollo Harp too for the same reason as we are still Mimes. The last one is not as big of a deal. Your mimes cannot use swords, axes, or spears yet, so I'll save those three for last. Go ahead and get the Gaia Bell. In order to prepare for the next event keep the same party setup that you had in the last one except change Sing to Zeninage for Bartz and change Light Step to Time Magic for Faris.



RETURN TO MIRAGE TOWN FOR RINGS (OPTIONAL)
My Level: 44 (Bartz), 43 (Faris and Krile), 42 (Lenna)

This is a quick optional detour. We have been here earlier already if you were following along with the path I take, but this is recommended. There's a couple of pieces of defensive gear here that you might be able to afford now. Coral Rings and Flame Rings. Buy 4 Coral Rings first since they make the upcoming battle against Leviathan MUCH easier. If you can afford it, buy 4 Flame Rings as well. Both types of rings will come in handy in the Void, Coral takes priority though due to Leviathan being the next boss and you really won't need the Flame Rings until the Void later on.
 
ABILITY SPOTLIGHT: CATCH

Beastmaster1%20-%20Victory.gif
Beastmaster2%20-%20Victory.gif
Beastmaster4%20-%20Victory.gif
Beastmaster3%20-%20Victory.gif
Beastmaster5%20-%20Victory.gif

CLASS: BEASTMASTER

LEVEL: 4

AP NEEDED: 300


My Thoughts:
I've already expressed my dislike of this ability in other posts. There's nothing this ability cannot do that the Summon ability doesn't accomplish in less frustrating fashion. Summoning is exponentially more useful and you can do it without having to re-catch a monster to use its releasing ability. You "Catch" a monster by using this ability when it has been weakened to around 10% of its Health (or less than half if you have a Kornago Gourd) and then you can "Release" it to use that monster's attack/ability once in a battle. You'd then have to Catch it again to use the ability again. It's a stupid ability that I have never liked. Avoid it unless you're out to master everything.
 
ABILITY SPOTLIGHT: RAPID FIRE

Ranger1%20-%20Victory.gif
Ranger2%20-%20Victory.gif
Ranger4%20-%20Victory.gif
Ranger3%20-%20Victory.gif
Ranger5%20-%20Victory.gif

CLASS: RANGER

LEVEL: 4

AP NEEDED: 405


My Thoughts:
One of the best abilities in the game! This lets you attack four consecutive times on the same turn. When combined with Dual-Weild and Spellblade the result will make even the most powerful of monsters fear you. An absolute must for your main fighter(s). Recommended for Bartz and whoever you may have designated as a backup attacker.
 

Users who are viewing this thread

Members online

No members online now.

Forum statistics

Threads
174,846
Messages
3,300,834
Members
21,727
Latest member
alvarosamaniego
Back
Top