Final Fantasy V Walkthrough
Written by Djibriel
Contributor
2.19: X-Death's Castle; Ascension and the Fight with Carbuncle
Enemies: TwinLizard, Blind Wolf, A Rage, RflecMage, MagicDragon, BlakWarlok, AdamnGolem, Hypnot, Motordrive, BlueDragon, Red Dragon, YellowDrgn, Imp, Red Harpy, Harpy, Abductor (2), Carbuncle, Gilgamesh (X-Death Castle), X-Death
Treasures: 8000 Gil, 9900 Gil, Diamond Shield, Elixir x2, Ether, MagiShuriken, Ice Shield, Gale Bow, Blizzard, Kotetsu, Partisan, Doublelance
Blue Magic: WhitWind, Aero3, Guard Off, L2 Old, MagHammr, MoonFlut, L3 Flare, LitlSong, ToadSong, TimeSlip, Flash, Condemnd
As soon as you enter, you'll notice that the armies of Surgate lie defeated before you. None of them posed any challenge to X-Death. However, your powers have improved greatly since the last time you got whipped by a band of pirates, so you shouldn't count this situation as proof that you stand no chance either. In the basements, Shell Bears and Tarantulas still roam the place. If you never got that Spear from the Shell Bears, get one now or forfeit it forever. That water past the Save Point still functions as a Recovery Spring, which might aid you. If you go up, new monsters will start appearing. Ready for this?The TwinLizards you encounter here are exactly like their counterparts you met on Crescent Island all these millennia ago, only a bit stronger: weak to Ice-elemental attacks, no special properties.
The Blind Wolf is inherently affected by Darkness; these wolves are, in fact, blind. However, they do manage to land a hit on occasion, and when the hit in question is their !Tusk attack it'll set Darkness on you as well. They only have 900 HP and are weak to Fire-elemental attacks; any serious attempt at multi-target violence will kill them.
A Rages are restorative bunnies like the Cure Beasts you encountered earlier. However, they will simply attack physically until they die, at which point they'll cast Arise on a random target that isn't them. If the target in question was Dead, they'll be revived with full HP. If not, Arise will do nothing. A Rages can be Silenced, Stopped, Paralyzed and Berserked to prevent Arise from being cast.
RflecMages use Fire, Fire2, Ice, Ice2, Bolt and Bolt2 on themselves. These attacks are weak, and the RflecMages themselves are frail. Just don't try to attack them with magical spells that bounce off. Also, make sure never to Muddle them (which basically means, never whip out TemptSong), as the RflecMages will start casting Slow2 and Bolt3 on the enemy party, which bounces off unto you. Gaia's Wrath and physical attacks are grand against them. They have a rare Wall Ring steal, which is a much more reliable source than the RflecKnigt's rare drop. Make sure to get four of them!
This dungeon is awesome, seriously. A lot of interesting and tough monsters, and all Jobs (much like in the flying ruins) are pretty much balanced so there's no quick way to defeat. In addition, all enemies here give really notable amounts of Experience and ABP so you may actually want to go for abilities such as !Sshot and Dual Wield.
Heavy Armor characters will notice that the Lancer and Berserker both haven't gotten any better since you left Bartz' homeworld; you're still wielding the Earth Hammer and the Partisan is not much more powerful than the Javelin you stole before you even got a Lancer in the first place. This makes them noticeably less powerful than the Knight (whose Blizzard and Flame Saber swords can be swapped around mid-battle for elemental might) and the Samurai class, which catches up just before the final boss of this dungeon.
Mage characters will see !Black reclaim the title of ultimate offensive force. Titan is still very useful for crowd control, Golem is a good idea even versus some random encounters (such as fighting dragons) and Shoat will likely see a few uses in the dungeon.
Going up will get you to the second floor. Two chests are here; the left one contains an Ether, the right one a Diamond Shield. Both should be pretty useless by now.
On the third floor, you'll run into a dead end. An old friend helps us out, showing us the true form of X-Death's Castle, which is disgusting.
MagicDragons are neat. They're sturdy (with 2900 HP) and cast three Blue spells you may not have at this point: Aero3, Guard Off and L2 Old. Learn all three if you haven't. MagicDragons are weak to Poison- and Wind-elemental attacks, so Bio and Aero3 (both can be boosted) kill them off relatively quickly. L3 Flare and L4 Qrtr also work like a charm.
BlakWarloks are your source for neat staves, and are quite dangerous in addition. They have a rare Judge Staff you can steal, and they drop a rare Power Staff when killed. They largely use annoyance tactics when they're not alone; Muddle, Drain, Stop and Slow2 are what they'll cast in addition to using physical attacks. When alone though, the BlakWarlok will tap into its darkest arts and start using Doom, Break and X-Zone. X-Zone sets Death, by the way. These vile mages can be confused, Stopped and Silenced, all of which are good ideas; TimeSlip, Sleep and Stop can be used when stealing to keep the BlakWarlok subdued and prevent it from casting instant death spells all the time. L3 Flare can be used for damage.
You really want that Judge Staff. It's a better weapon than the Lumino Staff since it boosts Magic Power by 3 instead of 2, and it can be used as an item to cast Dispel, a sixth tier white spell that, well, dispels enemy status buffs. When used in this fashion, it does not break, effectively giving you free access to the Dispel spell. It can be used to remove the inherent Protect and Shell status on Gilgame (or anyone else who has it, for that matter), making hurting it twice as easy. The Power Staff sets the enemy's Battle Power to 0 and casts Bersrk instead of dealing damage. Maybe useful?
On the fourth floor, there's a metallic switch on the wall you'll need to flip in order to get to a chest containing an Ice Shield, the best normal defensive shield so far. It matches the Flame Shield in every way, except that it absorbs Ice rather than Fire (big surprise there). It is better for random encounters than any other option, though I'd still go for Aegis Shield when facing bosses. This is also the first floor you can encounter BlakWarloks.
AdamnGolems are what you'd expect. They attack physically with great strength and take hits well. They're weak to Lightning-elemental attacks (which is odd: adamantite in our world equals diamond, and Diamond equipment halves damage done by Lightning) and can be instantly dispatched by a Soft like all stone-based monsters. They make this dungeon's best Catch/Release monster for random encounters as well, performing a powerful physical attack.
On the fifth floor, there's a hidden passage which is nothing but a shortcut. It is featureless in all other regards.
Hypnot... hey, did you know that the Coeurl is a fictional alien race of predators created by the late science fiction novelist A. E. van Vogt (1912-2000)? It's true. And relevant because in the GBA version, this enemy is called Bandercoeurl! Within the Final Fantasy series, they're feared for their spellcasting abilities, most notably their tendency for Death-setting attacks which they employ with their large whiskers. These Hypnots don't have visible whiskers, but they do have a Blaster attack they can use. This attack targets a single character and either sets Paralyze (good-ish) or Death (bad). They're weak to Fire-elemental attacks.
The sixth floor has lava! You can access the chest containing an Elixir without much problems, but to get to the hidden chest containing a Gale Bow you need to cross the lava. Using the Geomancer's Antitrap ability or casting Float on the entire party will save you from pain and ridicule. Get into the lava at whatever point is closest to you and get into the bottom-right corner. There's a hidden passage that will take you straight to the chest.
You've met the Red and Yellow variety (probably), but the BlueDragon is a new one. This Ice-elemental dragon has no elemental weaknesses but uses and absorbs Ice-elemental attacks. Frost and Ice Storm are both powerful multi-target Ice-elemental attacks, and the BlueDragon may also attack physically. With 6900 HP, it'll be a while before you can kill it with straight attacks. However, the BlueDragon is vulnerable to Death, Petrify and Stop and lacks a Heavy nature, so while you can keep them at bay with Love Song and the like, Shoat casting Demon Eye, Break and Break spellblade effects can instantly kill them. You can steal common Dragon Fangs from them.
The Red Dragon was a powerful guardian of two Barrier Tower chests earlier, but even now that they're random encounters they haven't weakened in the slightest. You'll be a bit more fit to take them on head-to-head, but they can still pose a good amount of problems. If you haven't learned L3 Flare yet, a combination of !Cntrl and the Rflect spell (see the Barrier Tower section for more info) can net it for you. Boosted Ice3 spells are extremely powerful against the Red Dragon, else Requiem and Gaia's Wrath also get the job done. As you should still know, they attack with physical attacks and Atomic Ray, a multi-target Fire-elemental attack.
Motordrives simply attack physically and may counter your Attacks with a 33% chance of using !Counter, which is unblockable, ignores Defense and sets HP Leak, so don't let them. For all their impressive looks, they're kinda weak when it comes down to it. They also take double damage from the big three, Fire, Ice and Lightning. You can occasionally steal Beast Killers from these cretins, stronger Whips for your Trainers. Like many whips, Beast Killers can randomly paralyze a target, but they are unique in that they will always deal a critical hit to creatures with the Magic Beast nature, which include (in this dungeon) TwinLizard, the Blind Wolf, A Rage, MagicDragon, Hypnot and Carbuncle.
The seventh floor: a mini-game! But first, know that from the 7th to the 9th floor, you'll be encountering the elemental dragons. You can't really do anything against the YellowDrgn's Lightning, but the Fire Ring absorbs Atomic Ray and nullifies Frost and Ice Storm, so you should swap to those if you have the items. As for abilities and such, !Sing, !Cntrl and !Summon are all grand.
Anyway, there are two chests here, one path you'll need to take to continue and walls. Stand on the skull tile to send the bridge hurrying across the hole. Press the action button to stop the thing. When you hit a wall, a monster comes out! The left chest contains an Blizzard (an Ice-elemental Knightsword) and the right chest contains a Kotetsu Katana. Both are nice to have. Note that the Blizzard can be used in tandem with an Ice Shield to heal a target.
Consider the wall tiles numbered from left to right one to four. If you hit them, you get this:
- Abductor (2) or Imp
- Red Harpy or Abductor (2)
- Harpy or Abductor (2)
- Abductor (2) or Imp
Note that these are not the exact same monsters you encounter someplace else in the game; Red Harpy, for example, won't have that awesome rare steal you'll be able to get later, nor will any fight you complete here make an addition to your Bestiary. They perform much like their counterparts, though. Should you want to walk back, standing on the skull tile on the other end will instantly put the bridge in the right position for you to walk over.
There's a Save Point here, leading you to a room where dragons roam. There are powerful creatures you'll definitely want to prepare for. !Cntrl is awesome, and equipping Fire Rings helps protect against Blaze, Frost and Ice Storm. To the right is a hidden passage leading to a chest with an Elixir; to the left is a chest with 9900 Gil.
YellowDrgns lack elemental weaknesses, but they also lack the Heavy property. Make sure you can exploit this weakness, as the fact they can continuously spam Lightning is a recipe for disaster (though those with Diamond equipment will only take half damage). Throw Death Potions, Dark Elixirs, DoomClaw, Missile, !Flirt or Demi2 around like it's nobody's business. Love Song can Stop them, which is nice. YellowDrgns make a grand !Catch versus the final battle of this dungeon, by the way; Lightning deals 25% maximum HP, and the boss has quite a lot of it. If you can pick up a Coral Ring after the fight that'd be grand, but in my opinion shooting for four Coral Rings is simply too bothersome (fighting Gilgame so you can buy four later is less of a bother).
This next section will require you to alternate a bit between the ninth and tenth floors. This is where Motordrives start appearing. Go up and down again to find yourself in a room full of lava. Again, Antitrap or Float are a must here. Walk to the far right and go up the stairs to grab the chest containing 8000 Gil. Go back and go up the other stairway open to you. To the left lies a field with skull tiles, rigged with trap floors. The Geomancer's Findhole is the only thing that allows you to spot them before you tumble down. As you enter from the left, there are some other tiles worth noting. At the very top of the diamond of floor tiles, you can warp to Carbuncle. At the bottom is a tile that will enable you to move on. To the far right is a chest containing a Doublelance. If you want to continue, take the bottom skull tile; if you want to get your hands on a new summon beast, take the top one. You'll be warped straight to Carbuncle, whose form may surprise.
"I'll join you - if you're stronger than me. Come on, show me what you got!"
Carbuncle |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Magic Beast | 44 | 15000 | 10000 | 0 | 0 | 50 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
50 | 2 | 50 | 70 | 50 | 50 | 50 | |
Stolen Items |
Dropped Items |
||||||
Common: Turtle Shell | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | |||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Carbuncle starts in a reflective state and bounces spells off of itself onto you. After three turns of this, it will switch to a healing phase; at this point its defenses go down, including reflect, and you can pound on it until it starts casting offensive spells again. The lower its HP gets, the more dangerous its offensive spells get. | |||||||
Carbuncle will cast any of the Black third-tier elemental spells for three turns... on himself. Since these spell bounce off, they'll hit one of your characters instead. After three offensive spells, he'll turn into another monster. There will be no visible evidence of this change; it's just the AI that transforms. This other form - I'll call it his healing form - will cast Cure2 on himself with rather pitiful effects. In this form, he stops Floating, his Reflect barrier disappears, he becomes weak to all elements and vulnerable to a lot more status ailments (as described above). The turn after Cure2, he'll change back into his normal, hard-to-damage self and he will start casting three more offensive spells. When below 10000 HP, he'll cast Bio, Stop and Muddle. When below 3000 HP, he'll cast Break, X-Zone and Doom, easily the most dangerous spells he could use.
Here's the deal. Carbuncle is almost impossible to damage by any large extent. His Defense and Magic Defense are both extremely high, he has no elemental weaknesses, is immune to Titan's Gaia's Wrath and is inherently Reflective. However, his healing form is when the getting's good. He'll drop a lot of status immunities, his Heavy nature, his Reflect status and his defensive and evasive properties will plummet; he'll just keep 10% Evasion and a bit of Defense.
You'll just have to sit back and heal and buff up when Carbuncle is in his offensive mode. Casting Shell on all characters really helps. Fire Rings protect against Fire2 and Ice2, so that's a good thing. Mute spellblade effects will keep Carbuncle from casting spells, but, since his Evade is rather high, you might want to combine !Aim or !Sshot with !Spellblade to make sure it hits.
Once Carbuncle has cast Cure2, act quickly. If you have the options available to you, Carbuncle should never reach his offensive state again. Missile, Demi2, DoomClaw and Dark Elixir all suddenly work. You can use Love Song, TemptSong, Stop or Sleep to prevent Carbuncle from ever leaving this weakened state. Now, pound on him. Break and Break spellblade effects end the battle instantly. Now that Carbuncle lost his Heavy nature and has gained a weakness against all elements, the Spellblade effects of Bio and the -aga spells also kill him instantly. A Dark Elixir or DoomClaw followed by the slightest of attacks should kill him. Boosted third-tier black elemental spells deliver massive damage. The battle should be over as soon as you saw Cure2 appear.
When you're done, descend. You'll get onto another skull warp tile. Get back to the skull tile platform, avoid the pitfalls, stand on the bottom tile and continue.
Caves of Narshe: Final Fantasy V
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.